# Maugrim Woods Rework... Rework... Rework (!)

**URL:** <https://community.gemsofwar.com/t/maugrim-woods-rework-rework-rework/15679>\
**Category:** Official News\
**Created:** [November 23, 2016, 3:49am UTC](https://community.gemsofwar.com/t/maugrim-woods-rework-rework-rework/15679 "2016-11-23T03:49:49Z")\
**Posts on this page:** 1\
**Showing post:** 38

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**Author:** ![Sirrian](https://sea1.discourse-cdn.com/flex019/user_avatar/community.gemsofwar.com/sirrian/32/35758_2.png) [@Sirrian](https://community.gemsofwar.com/u/Sirrian)\
**Post date:** [November 23, 2016, 1:20pm UTC](https://community.gemsofwar.com/t/maugrim-woods-rework-rework-rework/15679/38 "2016-11-23T13:20:14Z")

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> [@UKresistance](#):
>
> It’s probably a racing condition that becomes more obvious as effects get more complicated.

^ This  
([Race Condition](https://en.wikipedia.org/wiki/Race_condition) for anyone who’s interested in nerdy code stuff and doesn’t know what it is)

We _do_ actually play with sound on & off, but different hardware configurations, cause different latencies on different events/actions in the game, and all of a sudden you’ve got yourself into an untested state.

I’ve seen some terrible things over the years where engineers try to fix problems by adding in delays, and (time permitting) I usually slap them in the ear and tell them not to do it. 👿 This one got away from us though.

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