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Warden Shield at Zero

Posted: Fri Nov 30, 2018 9:13 pm
by UrshMost
Build 2018-11-25

On my map there is a warden that has 0 shields, over multiple turns, even though everything indicates it should have 15 shields.

There are no molecular clouds or any other negative factors anywhere close, and when you hover over the shield value it only shows the +15 modifier from the blackshield part, but the shield values stick at zero, including 'this turn', 'predicted next turn' and 'change'.

Out of curiosity I researched blackshield, but it did not have any effect on the warden's shields.

Re: Warden Shield at Zero

Posted: Sat Dec 01, 2018 1:04 am
by Oberlus
Maybe you could open an issue at github, if you have the save files and a screenshot to attach, and maybe logs are also necessary.

Re: Warden Shield at Zero

Posted: Sat Dec 01, 2018 1:48 am
by defaultuser
Not the Warden, but I did see a case where a molecular cloud came through where a Maintenance ship was located. When the cloud cleared, its shields didn't come back. Unfortunately I didn't save anything from that game.

Re: Warden Shield at Zero

Posted: Sat Dec 01, 2018 10:33 am
by Morlic
Thanks for the report, seems this is a bug introduced by moving meter growth from C++ into FOCS scripts. It is currently handled by species effects but monsters do not have a species. Bummer.

Github issue
Proposed Fix

Re: Warden Shield at Zero

Posted: Fri Dec 14, 2018 1:12 pm
by Vezzra
Correct me if I'm wrong, but IIRC that change (move meter growth into FOCS) went in pre-0.4.8. As that is a quite serious bug, it should be an candidate for a bugfix release - right? In that case, can you tag the issue/fix accordingly?

Re: Warden Shield at Zero

Posted: Fri Dec 14, 2018 5:13 pm
by Morlic
I added the cherry-pick for release label when I created the PR. If you prefer some other tagging, please let me know.

Re: Warden Shield at Zero

Posted: Fri Dec 28, 2018 11:11 am
by Vezzra
Ah, ok. That's fine.