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IDProjectCategoryView StatusLast Update
0025979Legion CoreGarrison / Гарнизонpublic2023-10-24 15:09
ReporterTheMadPEnguin Assigned Toxsinon1  
PrioritynormalSeverityminorReproducibilityalways
Status closedResolutionfixed 
PlatformWindowsOS10OS Versionx64
Summary0025979: 2nd naval mission is rigged or bugged.
DescriptionFor this mission you build your 1st destroyer. Mine rolled up Blue, with one piece of equipment which happened to be a Fel Smoke Launcher. Because of this, the mission map showed 100% chance of success. Still the mission failed, and both of my ships were shown destroyed in the Mission Results display. When I saw the fleet listing again, the transport was there again in spite of having just been destroyed.
1: The felsmoke launcher should never spawn on your first destroyer (i.e. Your first destroyer should always roll up Green with no equipment)
2: The Transport should not be shown "destroyed" in the mission results display.

Activities

xsinon1

2023-05-20 13:03

updater   ~0069623

Please specify what task you were doing, I don't understand the essence of your problem

TheMadPEnguin

2023-05-21 07:43

reporter   ~0069646

The 1st Naval Mission is sending out the transport, which blows up the destroyer and returns success.
The 2nd Naval Mission requires you to build a destroyer and send it (and your transport) out against the opposing fleet. That fleet always has an advantage: First Strike. Because of this, your 2nd mission is usually below 100% chance, and if so you always lose the mission and your ships.

MY First Destroyer rolled up Blue with one piece of equipment installed free: felsmoke launchers! This negates First Strike. Because of this my success chance was 100%. However, the mission failed and both ships were lost. I'm guessing this is a built-in bummer to acquaint us with the results of mission failure. However, failing with a 100% success chance is a bug.

So: My suggestion is to make hard-coded that the first destroyer rolls up green (no equips) or that the equip is never felsmoke launchers. This preserves the mission success chance at less than 100% for the built-in failure of the 2nd mission. Elsewise, if the Destroyer can roll up blue or purple, that felsmoke launchers be hard-coded disallowed on the first destroyer.

I've never had my first Transport roll up blue or purple, but if that's possible, the above suggestion applies to the Transport as well.

The Second Anomaly noted is that the Mission Results on the 2nd mission included both ships destroyed/sinking, but, when the fleet is next looked at on the mission table, the Transport is still there undamaged. Either the Mission Results should be changed so the Transport survives, or we should have no Transport after it sinks.

Further verbosity available upon request.

xsinon1

2023-10-24 15:09

updater   ~0073020

Задание в настоящее время работает полностью исправно, попробуйте повторить.

Issue History

Date Modified Username Field Change
2023-05-19 15:00 TheMadPEnguin New Issue
2023-05-19 15:00 TheMadPEnguin Status new => assigned
2023-05-19 15:00 TheMadPEnguin Assigned To => xsinon1
2023-05-20 13:03 xsinon1 Status assigned => feedback
2023-05-20 13:03 xsinon1 Note Added: 0069623
2023-05-21 07:43 TheMadPEnguin Note Added: 0069646
2023-05-21 07:43 TheMadPEnguin Status feedback => assigned
2023-05-25 17:29 xsinon1 Status assigned => acknowledged
2023-10-24 15:09 xsinon1 Status acknowledged => closed
2023-10-24 15:09 xsinon1 Resolution open => fixed
2023-10-24 15:09 xsinon1 Note Added: 0073020