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this error gets spammed continuously and the game gets softlocked
59:19 | Exception | NullReferenceException TheClawChargeAtk.Init (BattleUnitView self, BattleUnitView target) (at <7d9f3d8f8146434a93160ad0a2194b2a>:0)
RimseTheHead.BehaviourAction_TheClaw_ChargeAtk_Everyone.GetMovingAction (RencounterManager+ActionAfterBehaviour& self, RencounterManager+ActionAfterBehaviour& opponent) (at <a6b7a4c1479f41c3824e43830c9e124c>:0)
(wrapper dynamic-method) RencounterManager.DMD<RencounterManager::GetBehaviourAction>(RencounterManager,RencounterManager/ActionAfterBehaviour&,RencounterManager/ActionAfterBehaviour&,bool)
RencounterManager.SetMovingStateByActionResult () (at <7d9f3d8f8146434a93160ad0a2194b2a>:0)
RencounterManager.PrintActivatedAbility (RencounterStateTimer timer) (at <7d9f3d8f8146434a93160ad0a2194b2a>:0)
BrawlModLite.BrawlEncounter.Update () (at <d9ecafee3a9747a3b4c1c0d8f516d116>:0)
Still, if you want to get rid of at least most of the instability, there should be a config file in your save folder where you can turn off Gang Up mode.
the sheer chaos and speed is cool the first couple of times, but I'd like it to be a bit slower so I can actually see what's going on
Then you open it in notepad or something similar and change GangUpMode to false.
I will warn you, there's a chance that the same bugs might still end up applying.
Still, the bug has something to do with the clash queue when speed dice ties exist, and I need to do further investigation.
Speaking of which, I apologize for my extended hiatus and failure to fix all of the bugs as of yet.
It's a known bug and currently the biggest priority fix, mostly because it can also occasionally break ranged/melee page order.
I'll try to get it fixed as soon as possible but I've been having some problems figuring out exactly where the root problem occurs, I know roughly what causes it and why, but I haven't quite figured out a fix yet.
the pre-calculation thing aboutthe game was the least thing i expected to know today
A fun fact about how the game works under the hood is everything is precalculated, and this only adds visuals for another clash after finishing another calculation cycle. So the visuals can occasionally get screwy if things overlap or if one of them takes longer to finish than the other, but the actual execution is identical.
The one and only thing that is changed is who goes first with ties between speed dice.
The reason for this is it's indeterminate in the first place, as it's positionally based which is physics based which is framerate based which... let's just say it can't realistically be predicted, so upcoming ties will go first when normally it would be unknown who would go next.