Are Quirks supposed to be "on"?

Issues with the server software (not campaign)

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Deadweight
Posts: 504
Joined: Sun Dec 08, 2013 7:17 am

Are Quirks supposed to be "on"?

Post by Deadweight » Wed Sep 09, 2015 6:38 pm

Baruk and I had a game last night and after about 6 turns we noticed that he was getting a +1 to his init every turn.

After looking into things we noticed he was getting that bonus from a command quirk his Atlas had.

TigerShark
Mekwars Server Operator
Posts: 713
Joined: Wed Feb 24, 2010 8:28 am

Re: Are Quirks supposed to be "on"?

Post by TigerShark » Wed Sep 09, 2015 6:49 pm

There's still an issue with Quirks, if I remember correctly. Even when the default quirks are assigned, they load randomly upon entering the MegaMek client. Sometimes they load, sometimes they don't. Is this still an issue Spork/Tuco?

Tuco
MegamekNET Campaign Operator
Posts: 2820
Joined: Wed Feb 13, 2008 10:23 pm

Re: Are Quirks supposed to be "on"?

Post by Tuco » Wed Sep 09, 2015 7:53 pm

Needs to be tested and examined, and does not seem to be a MMNet-specific bug. Thus, moving.
When the injustice is great enough, Justice will lend me the strength needed to correct it.
None may stand against it.
It will shatter every barrier, sunder any shield, tear through any enchantment and lend its servant the power to pass sentence.
Know this: there is nothing on all the Planes that can stay the hand of justice when it is brought against them.
It may unmake armies. It may sunder the thrones of gods.
Know that for ALL who betray Justice, I am their fate... and fate carries an Executioner's Axe.

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