Juggernaut somehow dying on defence night.

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Re: Juggernaut somehow dying on defence night.

Postby Brilliand » Thu Jun 25, 2020 5:14 pm

Confectionery wrote:The issue is priority positioning. Nothing server related.


Priority positioning is handled by the server. The issue is priority, which is server related.
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Re: Juggernaut somehow dying on defence night.

Postby shapesifter13 » Fri Jun 26, 2020 10:29 pm

This is indeed a priority issue, and priority is decided by the server. The logic to level up a juggernaut happens when his night logic is run, and it is run in blocks.
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Re: Juggernaut somehow dying on defence night.

Postby Confectionery » Tue Jun 30, 2020 8:32 pm

Then have Juggernaut's block when powering up (NOT ATTACKING) above the other ones then.
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Re: Juggernaut somehow dying on defence night.

Postby kyuss420 » Wed Jul 01, 2020 2:23 am

Confectionery wrote:Then have Juggernaut's block when powering up (NOT ATTACKING) above the other ones then.


but the attack has to take place before he can power up, so the attack would always come before the power up, so the power up wont take place until the NEXT night.
Jugg has the ability to attack n3 (and every night) after killing on the full moon, he doesnt gain defence until day 4, so n3 isnt defence night.

Its the vamp priority thats causing it.....and thats where the issue lies... with vamps.

My guess would be because every player can still use their ability on the night they get bitten by vampires, before the bite is registered, like, a sherrif will still see if his target was sus or inno, (just as jugg gains his ability before the bite is registered) so vamp priority has to be last... so the system message can pop up before the player is registered to have turned vamp, and then it decides whether to turn/kill based on role and number of vamps.

So it kind of makes sense that vamps dont kill him n3.... because every role uses their ability before they turn vamp. So fixing the issue, by increasing vamps priority, would likely break vamp interaction with every other role, by turning players before the system registers that nights system message, so no matter what there will be the same issue with vamps no matter what night jugg gains his 2nd power up
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Re: Juggernaut somehow dying on defence night.

Postby Confectionery » Wed Jul 01, 2020 11:06 am

kyuss420 wrote:
Its the vamp priority thats causing it.....and thats where the issue lies... with vamps.

My guess would be because every player can still use their ability on the night they get bitten by vampires, before the bite is registered, like, a sherrif will still see if his target was sus or inno, (just as jugg gains his ability before the bite is registered) so vamp priority has to be last... so the system message can pop up before the player is registered to have turned vamp, and then it decides whether to turn/kill based on role and number of vamps.

So it kind of makes sense that vamps dont kill him n3.... because every role uses their ability before they turn vamp. So fixing the issue, by increasing vamps priority, would likely break vamp interaction with every other role, by turning players before the system registers that nights system message, so no matter what there will be the same issue with vamps no matter what night jugg gains his 2nd power up


What you said... made no sense whatsoever.

So what you're saying is, an investigator can't check someone with results the night they get killed by Mafia?

They can obviously still get the results and die to Mafia, same to how Vigilante can shoot even if killed by Mafia the same night.

What I was implying to fix this, is have for example, Coven Leader's DRAINING priority below Juggernaut's attacking.

E.g of this:

Left to right, left being highest priority.

Veteran (going on alert, gaining defence), Ambusher (visiting), Coven Leader (controlling), Juggernaut (attacking and powering up), Veteran (attacking visitors), Ambusher (attacking) ,Coven Leader (draining)

I mentioned this before, and people thought this would screw up the integrity of the game, when in practice, it will be roughly same.

Just like how Consigliere can get results of someone if he get's bitten.

Bear in mind, Vampire's priority is roughly on the same priority level as Mafioso/Vigilante.

Confectionery wrote:Then have Juggernaut's block when powering up (NOT ATTACKING) above the other ones then.


I realise I blundered when typing the above quote, ignore it.
Last edited by Confectionery on Wed Jul 01, 2020 11:18 am, edited 2 times in total.
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Re: Juggernaut somehow dying on defence night.

Postby DocExer » Wed Jul 01, 2020 11:16 am

Thanks to everyone for your feedback on this. This issue has been logged as a bug to be looked at. Continue to discuss if you like, but it won't make any difference as there is already enough info for purposes of fixing this. Thanks again.
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Re: Juggernaut somehow dying on defence night.

Postby Confectionery » Wed Jul 01, 2020 11:17 am

Be sure to include my latest response, as it has been edited quite a bit.
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Re: Juggernaut somehow dying on defence night.

Postby Confectionery » Thu Jul 23, 2020 4:15 pm

OK, something new to add.

https://imgur.com/a/hi46Ss4

Even here it is bugged. It showed that Perry Platypus, who was a Juggernaut, seemingly had defence for me when I attacked him, and he still died.
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Re: Juggernaut somehow dying on defence night.

Postby Confectionery » Thu Jul 23, 2020 8:20 pm

And a few games after...

https://imgur.com/a/H4lFPZu

Fish was poisoned on N2 as a Juggernaut and got his N3 kill, gaining him "defence".

However, he still died to poison without any mention of how Juggernaut died.

So much for the 3.1.14 patch where "Juggernaut removes poison when gaining basic defence."

Just have Juggernaut start with basic defence and basic attacks and he gains powerful attacks on the second kill.

If you have any bullshit moments when playing Juggernaut, post it here to convince the developers to do something.

Now that the spawnrate has increased by six times, I will be expecting six times the complaints about this.
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Re: Juggernaut somehow dying on defence night.

Postby kyuss420 » Thu Jul 23, 2020 9:13 pm

Confectionery wrote:And a few games after...

https://imgur.com/a/H4lFPZu

Fish was poisoned on N2 as a Juggernaut and got his N3 kill, gaining him "defence".

However, he still died to poison without any mention of how Juggernaut died.

So much for the 3.1.14 patch where "Juggernaut removes poison when gaining basic defence."

Just have Juggernaut start with basic defence and basic attacks and he gains powerful attacks on the second kill.

If you have any bullshit moments when playing Juggernaut, post it here to convince the developers to do something.

Now that the spawnrate has increased by six times, I will be expecting six times the complaints about this.


jugg doesnt gain the defence until day 4 (after the n3 kill), meaning he has no defence night 3...except against vamps apparently. (which is where the priority bug lies)

If he gets poisoned n2, the attack happens n3 while he has no defence - so he dies. If he is poisoned n3 (while he has no defence), he gains defence day 4 so when the poison attack happens on n4, he doesnt die because his defence is active (before the patch 3.1.14, he died in that situation).

Having Jugg start with basic attack, would really suck. This limits his n2 kill so severely, that it would be more annoying than being RBed. If he hit someone with night immunity n2, its game over for Jugg... by n4 half the town would be night immune, or TP protected
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Re: Juggernaut somehow dying on defence night.

Postby kyuss420 » Thu Jul 23, 2020 9:18 pm

Confectionery wrote:And a few games after...

https://imgur.com/a/H4lFPZu

Fish was poisoned on N2 as a Juggernaut and got his N3 kill, gaining him "defence".

However, he still died to poison without any mention of how Juggernaut died.

So much for the 3.1.14 patch where "Juggernaut removes poison when gaining basic defence."

Just have Juggernaut start with basic defence and basic attacks and he gains powerful attacks on the second kill.

If you have any bullshit moments when playing Juggernaut, post it here to convince the developers to do something.

Now that the spawnrate has increased by six times, I will be expecting six times the complaints about this.


jugg doesnt gain the defence until day 4 (after the n3 kill), meaning he has no defence night 3...except against vamps and vigi apparently. (which is where the priority bug lies) So yea, he should have died to vigi and mafia on that night, not just mafia....

If he gets poisoned n2, the attack happens n3 while he has no defence - so he dies. If he is poisoned n3 (while he has no defence), he gains defence day 4 so when the poison attack happens on n4, he doesnt die because his defence is active (before the patch 3.1.14, he died in that situation).

Having Jugg start with basic attack, would really suck. This limits his n2 kill so severely, that it would be more annoying than being RBed. If he hit someone with night immunity n2, its game over for Jugg... by n4 half the town would be night immune, or TP protected
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