MP Client - Mana locked permanently

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  • updated
  • Completed - Resolved

Windows 7, 64 Bit Opearing System, 32GB RAM, Intel(R) Core(TM) i7-4800MQ CPU @ 2.70GHz


This game was played on the 'Bridge(2)' or 'The Bridge of Doom' map. Upon grabbing several minions and placing them in the arena, I found that my mana was permanently locked because apparently I was still holding them. This was not the case, and I was unable to recover this mana. Some of the mana came back towards the end of the game, but not all of it. In addition, I was also unable to place ramparts due to mana being locked too low, even though mana is not required for their placement. In addition, there was also something of an immortal templar, id est a templar stood on the map apparently at full health, and would not die.


I think I have attached the output log, but I am not entirely sure.

Game Version:
Steam Public
Platform:
Windows

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Satisfaction mark by Webbernever1 7 years ago

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Lee "Noontide" Moon
  • Completed - Resolved
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Stefan Furcht Programmer
  • Completed - Next Patch
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Stefan Furcht Programmer
  • Started

Oh good find.
There was an old outdated client simulation that did not match what the server is doing.
Also the mana lock for grabbing minions got pointless due to mechanics changes after this feature was added.
Thus we are going to remove the grab mana cost entirely for next patch as it does not have any impact on gameplay anymore.

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Stefan Furcht Programmer
  • Completed - Next Patch
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Stefan Furcht Programmer
  • Started
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Stefan Furcht Programmer

Hrm the gray mana lock is for grabbing minions, but the hand is empty in the screen shot.
I think we should search from this point.

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Webbernever1

Managed to do a very partial replication. If you look at the top right of the mana bar you shall see a grey line locking some of the mana out. This was replicated using lag and ctrl. Console commands may have contributed to this, however.


output_log.zip

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Biervampir [AUT]

Number 5

Host

output_log.txt

Btw, we have a Theorie, that the mana lock happens when the Client presses CRTL, to drop 5 units per once, and the Host server doesn't registered it.

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Webbernever1

Another instance (happened twice):

output_log.zip