Monster special attacks' cooldown is randomised on first use #64907
Labels
<Bug>
This needs to be fixed
Monsters
Monsters both friendly and unfriendly.
(P4 - Low)
Low priority issues: things which are e.g exotic, minor and/or hard to encounter
(S2 - Confirmed)
Bug that's been confirmed to exist
Describe the bug
When a monster is spawned in, when it first uses it's special attack, the cooldown value appears randomised between 1 and the actual cooldown value specified in the json. Every subsequent special attack is given the correct cooldown value.
Attach save file
N/A, easily reproducible.
Steps to reproduce
Expected behavior
The cooldown value should be respected on the first usage by that monster.
Screenshots
Versions and configuration
Win 10 64-bit
cdda-windows-tiles-sounds-x64-2023-04-06-1455 (tested across multiple experimentals, this is the latest I have tried)
Graphical Tiles
Default mods, clean install
Additional context
This was tested with various different monsters with both spell and regular special attack definitions. In the attached screenshot, 9 Vigilant Amalgamations were spawned at the same time within their sight range to me, and one turn has passed. Note also the messages showing some of the monsters attempting to use the special attack multiple times at once.
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