Bug: Rolling 7 after having placed a knight can result in a 15 second turn
It has happened to me several times that when rolling a 7 my turn is only 15 seconds long, I believe I have tracked this occasional behaviour to happening when I started that turn by robbing with a knight.
Other factors that may influence whether it happens:
Opponents having to discard half their cards?
But when I rob with the 7 my "1 minute turn" timer never starts, it's just counting down from the 15 seconds. I can extend this by 15 seconds with a trade but I would not get the 1 minute initial timer.
Comments: 19
-
09 Sep, '19
Esqarrouth AdminIsn't that first 15 seconds time to place robber? Then you get a full turn?
-
06 Oct, '19
Esqarrouth AdminMikeIsMyIke
I've narrow downed the bug a bit more.
If you play a knight card before your roll, and then roll a 7, after moving the robber a second time you'll only have 10-15 seconds on the clock to do something
I'm not sure if there are more variables that effect this (like taking too long to choose who to rob from) but knight than 7 were common factors both times -
14 Oct, '19
Esqarrouth Admin"BUG: After playing knight and rolling, I only had ~10second turn on fast." (suggested by Ben on 2019-10-14), including upvotes (1) and comments (0), was merged into this suggestion.
-
08 Nov, '19
MatiasI have nothing to add, just want to confirm that I've just experienced this bug in the manner that has been reported. Played a knight before my roll -> rolled #7 -> Turn ended right after placing the knight for the 2nd time. I did not keep an eye on the timer, so I don't know what it was saying.
-
07 Dec, '19
PouriyaThere is sth annoying about when you want to use Knight before roll the dice when you do that it is okay until you roll 7 after using knight then when you rob sb game give you a couple of seconds and done! it does not let you do anything else just 2 robs and 4 or 5 seconds and pass!
-
20 Apr, '20
JimB MergedSee also -> Bug: Rolling 7 after having placed a knight can result in a 15 second turn
-
20 Apr, '20
JimBI've had this issue twice while playing the game.
-
21 Apr, '20
Panda MergedIt sounds like you're potentially playing in games where the timer is set to 30s? Is that a possibility? Otherwise, definitely do take a screenshot of it next time round.
-
22 Apr, '20
BoyCNot sure how to help with the #needs-reproduction but have had this happen multiple times now
-
29 Apr, '20
PandaReplicated the bug a couple times with a custom match. To help understand the issue I'll use the jargon [robbing timer][normal timer = dependent on game speed mode].
When a 7 is rolled normally. This triggers [robbing timer=35s] and then reverts back to [game timer]. If you play a knight card, it adds 3 seconds to [game timer] where you are expected to complete your entire turn. -
29 Apr, '20
PandaThe error being caused is that the process of switching back from [robbing] to [normal] timer occurs only once.
When you play a knight card first, it triggers [robbing timer] as if the number 7 was rolled. It then switches back to [normal timer] and the action is resolved. -
29 Apr, '20
PandaWhen a 7 is rolled straight after a knight card, instead of having the switch back occur, it treats the game as if a knight card has been played. The exception is that rather than adding 3 seconds to the timer. The 7 switches the [normal timer] to 35 seconds and then resolves itself.
Basically if you use up your entire 35 seconds to decide on who to rob. That will be the end of your turn. -
29 Apr, '20
PandaTL;DR - The first 7/knight card triggers 35 second timer and resolves itself by changing back to normal game mode. The second 7/knight card applies it's status effect [35s or +3s] but doesn't switch back to normal game mode timer.
Reasoning: You probably don't want playing a robber to constantly reset the game mode timer/give additional time. e.g. In normal speed mode, using 2 minutes to decide your move and then playing a robber shouldn't reset the timer back to 2 minutes. -
29 Apr, '20
PandaSolution to this problem:
1) Increase the [Robbing=35s] to a higher timer. However, it doesn't remove the issue of this bug occurring.
2) Change the code so the [robbing=35s] to [normal timer] occurs twice.
2a) e.g. whenever a 7 or knight card is played, it always resets back to the full timer after it has been resolved. -
21 Jun, '20
ANXPARAI think this bug should be very high priority. Probably not even that difficult to fix
-
26 Jun, '20
Esqarrouth AdminThanks for the suggestion and your comments! This will be fixed in v85!
-
27 Jun, '20
Panda | KeroGlad to have helped.
=) -
27 Aug, '20
JUAN Admin"Robber, then 7 time remaining" (suggested by JimB on 2020-04-20), including upvotes (6) and comments (1), was merged into this suggestion.
-
27 Aug, '20
JUAN Admin"BUG: turn skips if you use knight before the roll." (suggested by Corey on 2020-04-21), including upvotes (2) and comments (1), was merged into this suggestion.