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Fix monster evolution delay bug #36842
Conversation
Sorry, I might not have explained it too well. |
I figured i was wrong before your reply, thats why i deleted my question. |
I'd tend to agree with you on that, I'll set it to [CR] while I'm gone and see if anyone disagrees by the time I'm back. |
Sounds like you've figured out the correct way to implement it, the solution proposed makes perfect sense to me. |
This reverts commit a175f4d.
Sorry for my bad git work, but it was suggested to just fix the bug and take out the option. |
Summary
SUMMARY: Bugfixes "Fix monster evolution delay bug"
Purpose of change
Fixes #36821
Evolution was being unintentionally delayed depending on the "Initial day" world option. For default settings this delay should've been 60 days.
Since "Initial day" is defaulted to 60, the player begins on day 60, while evolution starts on day 120, which I do not think is intentional.
Describe the solution
This fixes the bug by making the upgrade_time relative to turn zero, where before it was relative to initial day.
Describe alternatives you've considered
Initially this whole post was about adding an option to change evolution delay to whatever you'd like, but it was decided it'd probably just be best to fix the bug and not add an option for it.
Testing
Create some worlds.
Debug through time and space with arbitrary "initial day".
Notice zombies evolve from day 1.
Additional context
Go easy on me, I'm new to this stuff.