Hysteria not stopping?

So i've been expanding my empire with a advent force of a progenitor and rapture and various other ships.  When I get to an enemy planet I have my rapture (chili pepper) cast hysteria on the planet.  Several times I've noticed that if my rapture's cast hysteria when a planet is at low health or low start to begin with, the hysteria will continued to be cast even when the planet is neutral.  Granted this isn't a problem too much but it is when you have a progenitor with autocast colonize.  The remaining cast time on hysteria kills off my newly founded colony.  "Another planet joins the unity",,,,, followed by "The unity has fallen silent on a planet".  Hysteria should auto stop when the planet is destroyed because it is killing my own colony when it is auto founded.  1.09

2,445 views 10 replies
Reply #1 Top

I always turn off the Colonize autocast. The AI prioritizes colonization too much and that's a perfect example right there.

Reply #2 Top

Yeah, i noticed it too when my capship sent colony shuttles down while the bombs had not all reached the ground yet. It did not seem to prevent colonization though.

Reply #3 Top

Hysteria does though.  I had all abilities on my progenitor off except for colonize on auto cast.  After my 2 second old colony was created it was wiped out and my progenitor had 10 antimatter. 

Nothing major though.  I love hysteria.  Makes me laugh everytime.

Reply #4 Top

Makes me laugh everytime.
End of quote
That's a little disturbing. Anyways, I think this happens with the similar abilities for the other sides as well.

 

:fox:

Reply #5 Top

I have my rapture (chili pepper)
End of quote

 

The Jalepeno is actually the revelation, not the rapture. (The rapture is the manta looking one.)

Reply #6 Top

There's a difference between bombs and Hysteria. Bombs do damage when they leave the launcher essentially, so the projectile impacts don't matter. Hysteria does damage over time, and it simply can't end early. Even if the colony is destroyed, it still ticks away until it expires. As Kitkun points out, this happens with other ships too. The Marza for example - if it destroys the colony from the first volley of Raze Planet, it will still keep firing additional volleys. If you colonize before the ability is done, it will destroy the colony. :P

I proposed a fix a long time ago, basically going back to how colonizing was in beta with a delay. The idea being you make the colony creation be delayed long enough for all of the abilities to finish ticking. I think the beta delay was 10 seconds or so, between hitting the ability and the colony being created.

But that never made it in :P

Reply #7 Top

The same thing happens with the Space Egg.  I suggest no fixes and just turn off auto-cast; I like my egging getting the extra resources.

Reply #8 Top

Hi all,

 

Thanks for pointing out this obscure bug. A fix has already been devised and is being tested. It should be made public in the beta update scheduled for next week. Other channeling abilities that should end when the target's ownership becomes either friendly, neutral or hostile relative to the channeler have been fixed as appropriate as well.

Reply #9 Top

It should be made public in the beta update scheduled for next week.
End of quote
:O

 

:fox:

Reply #10 Top

Quoting Kitkun, reply 9
It should be made public in the beta update scheduled for next week.
 
End of Kitkun's quote

:D :drool: :smitten: :dur: o_O :d