Platform, device version and operating system:
Mobile/PC Screenshot or image:
What you were expecting to happen, and what actually happened:
When you cast infernus and his splash damage kills a unit, if he targets that unit that was killed by splash, he will not use the second shot on his spell. I believe that Tina had this same issue on release. I think this mainly happens when there are only 2 targets left on spell cast
How often does this happen? When did it begin happening?
Everytime Infernus kills the a unit with splash, the second shot will not fire. I think it happens when there are only 2 units left
Steps to make it happen again
I think it happens when there are only 2 units left
Hey this is currently working as intended because thatâs how this system worked when Infernus was released, weâve since updated the way that targetting works though so we will review his spell and consider bringing it in line with the newer troops
No, he didnât. I took a break from the game last year from January until October and I clearly remember, before that, he firing only once every now and then. Usually when there were two troops left.
Edit: when he was released probably worked correctly but if the spell was changed wasnât with TINA fix, was before it.
Infernus was released July 2017 in a state where he would always fire both spell hits, and would retarget if something died (more accurately, when he was released, the concept of target lock didnât exist for Unity, and PC got Unity a month before Infernus released)
In about December 2017, target lock was introduced on Unity. Now, Infernus (more accurately, everyone) had âintended targetsâ (more accurately, intended slots) that he picked when the spell was cast, and was locked to these two targets no matter what. However, if an âintended targetâ died due to splash from the first hit, he still got both spell hits because the slot would be hit, allowing splash damage. If something resummoned in his intended targetâs slot, he would also hit that target.
In September 2018, with the patch where âUbastet will no longer always kill a troop summoned in the same slotâ, all spells with multiple steps had spell steps locked on a slot now cancelled if that slot occupant died from a previous step of the spell. Thus, if Infernusâ âintended targetâ for the second hit died, that damage step was cancelled completely.
In April 2019, a ânewâ targeting method was introduced (first notably applied to TINA) would allow certain random targeting spells to independently target after each damage step, much in the way that many random targeting spells worked on Unity before target lock. Infernus was not discernibly changed in the way he targets, but his spell processes significantly slower than it used to be after this patch (and significantly slower than it was during the late 2017 period, also), indicating some kind of global change was made on the back end even on troops that didnât actually benefit from the change.
I have a video from March 2018 that shows the âempty slotâ targeting Infernus if necessary. The initial release period retargeting is harder to demonstrate (theres very few situations where you could prove that it was retargeting each step, and it would require a lot of scouring video to find one of those situations), but trust me, every troop in the game targeted like this during this time period, theres plenty of discussion about it on the forums, and Infernus was released during this time period.
If the reason why him retargeting isnât considered a bug is because he was released in a state where he didnât retarget, well, he did. If there some other reason why this isnât considered a bug, my feedback is still that he brought in line with the ânewâ targeting methods and always get his second damage step. Currently, I have situations where ranges of enemy HP has his spell deal both less damage and less lethal hits because he wonât retarget. This is frustrating and unnecessary because the battle is basically over by that point.
Itâs off-topic â i.e. doesnât contribute to discussion of the suggested bug, and more resembles feedback, taking a small jab at the devs. Per Changes to bug reporting.
Iâm in love with the streamlined attention given to Bug Reports these days, and while I get that flagging might seem overzealous, I generally find itâs very easy for these threads to quickly devolve as soon as one person gives their opinion (as others like to respond, weigh in, etc.).
I want reading and responding to these reports to be as easy as possible for (presumably) Kafka.