YapYap Leader Power "Grunts From Above" glitched

Already posted this in another thread, but want to make it it’s own thread in case the devs miss it. As you can see here, Heavy Grunts that you get from “Grunts From Above” DO NOT retain the “My Plus One” upgrade, which is adds another Fuel Rod Grunt to the squad. The Heavy Grunt with no veterancy is the one I made from the Raid Camp, the Vet 1 Heavy Grunt was dropped with Grunts From Above I, and the Vet 2 Heavy Grunt was dropped with Grunts From Above II. As you can see, the Veteran Squads have a smaller HP bar than the one created from the Raid Camp and they also do not have the extra Fuel Rod Grunt added into their squad. I’m not sure the numbers, but this could mean that the Vet 2 Heavy Grunts from the drop are WORSE than Heavy Grunts you can just make from the Raid Camp. It is interesting to note that they do retain their EMP ability.

I fully upgraded the Heavy Grunts before using both the Level 1 and 2 drop. If you don’t believe me, feel free to hop into a skirmish against the AI and test it for yourself.

Tried it, you are right, its definitely a bug.
Also it can be my imagination, but does heavy grunts benefit from the quicker build time upgrade ? For me it doesn’t seem so.

> 2533274869431087;2:
> Tried it, you are right, its definitely a bug.
> Also it can be my imagination, but does heavy grunts benefit from the quicker build time upgrade ? For me it doesn’t seem so.

Nice catch man. It is not listed in the units affected by logistics,

> <Target type=“ProtoSquad”>cov_inf_generic_grunt</Target>
> <Target type=“ProtoSquad”>cov_inf_jackal_01</Target>
> <Target type=“ProtoSquad”>cov_inf_generic_bruteJumpPack</Target>
> <Target type=“ProtoSquad”>cov_inf_generic_suicideGrunt</Target>
> <Target type=“ProtoSquad”>cov_inf_eliteCommando_01</Target>
> <Target type=“ProtoSquad”>cov_inf_hunter_01</Target>
> <Target type=“ProtoSquad”>cov_inf_engineer_01</Target>
> <Target type=“ProtoSquad”>cov_inf_bruteHonour_01</Target>
> <Target type=“ProtoSquad”>cov_inf_atrioxchosen_01</Target>
> <Target type=“ProtoSquad”>cov_inf_impervioushunter_01</Target>
> <Target type=“ProtoSquad”>cov_inf_lekgologoliath_01</Target>
> <Target type=“ProtoSquad”>cov_veh_skitterer_01</Target>
> <Target type=“ProtoSquad”>cov_veh_bruteChopper_01</Target>
> <Target type=“ProtoSquad”>cov_veh_ghost_01</Target>
> <Target type=“ProtoSquad”>cov_veh_prowler_01</Target>
> <Target type=“ProtoSquad”>cov_veh_wraith_01</Target>
> <Target type=“ProtoSquad”>cov_veh_gorgon_01</Target>
> <Target type=“ProtoSquad”>cov_veh_locust_01</Target>
> <Target type=“ProtoSquad”>cov_veh_scarab_01</Target>
> <Target type=“ProtoSquad”>cov_air_banshee_01</Target>
> <Target type=“ProtoSquad”>cov_air_shroud_01</Target>
> <Target type=“ProtoSquad”>cov_air_blisterback_01</Target>
> <Target type=“ProtoSquad”>cov_inf_arbiter_01</Target>
> <Target type=“ProtoSquad”>cov_inf_arbiter_assaultteam_01</Target>
> <Target type=“ProtoSquad”>cov_inf_arbiter_assaultteam_02</Target>
> <Target type=“ProtoSquad”>cov_inf_arbiter_gruntsquad_01</Target>
> <Target type=“ProtoSquad”>cov_inf_arbiter_gruntsquad_02</Target>
> <Target type=“ProtoSquad”>cov_air_phantom_01</Target>
> <Target type=“ProtoSquad”>cov_inf_gruntgoblin01</Target>
> <Target type=“ProtoSquad”>cov_inf_gruntswarm_01</Target>
> <Target type=“ProtoSquad”>cov_inf_bruteRider_01</Target>
> <Target type=“ProtoSquad”>cov_veh_grunt_methanewagon_01</Target>
> <Target type=“ProtoSquad”>cov_inf_corruptedengineer_01</Target>
> <Target type=“ProtoSquad”>cov_inf_corruptedwarlord_01</Target>
> <Target type=“ProtoSquad”>cov_inf_brutegrenadier_01</Target>
> <Target type=“ProtoSquad”>cov_inf_mortarwarlord_01</Target>
> <Target type=“ProtoSquad”>cov_veh_wraithapc_01</Target>

> 2533274855883119;1:
> Already posted this in another thread, but want to make it it’s own thread in case the devs miss it. As you can see here, Heavy Grunts that you get from “Grunts From Above” DO NOT retain the “My Plus One” upgrade, which is adds another Fuel Rod Grunt to the squad. The Heavy Grunt with no veterancy is the one I made from the Raid Camp, the Vet 1 Heavy Grunt was dropped with Grunts From Above I, and the Vet 2 Heavy Grunt was dropped with Grunts From Above II. As you can see, the Veteran Squads have a smaller HP bar than the one created from the Raid Camp and they also do not have the extra Fuel Rod Grunt added into their squad. I’m not sure the numbers, but this could mean that the Vet 2 Heavy Grunts from the drop are WORSE than Heavy Grunts you can just make from the Raid Camp. It is interesting to note that they do retain their EMP ability.
>
> I fully upgraded the Heavy Grunts before using both the Level 1 and 2 drop. If you don’t believe me, feel free to hop into a skirmish against the AI and test it for yourself.

This is also correct. Try Atriox level 2 spirit support. You get two upgraded suicide grunt squads without needing the upgrade. Y-ability are already on the units and are just simply toggled off. So when you get the upgrade it is just globally toggled on. For the upgrades that add extra squad members, this is a brand new squad. It would be an easy fix to allow Grunts From Above II to include this upgraded heavy grunt squad

Postums maybe wanna note those bugs ?

-Yoink!- no wonder YapYap isn’t good :smirk:

> 2533274908554466;6:
> -Yoink!- no wonder YapYap isn’t good :smirk:

This is so cringy in every way possible.
And ironic

> 2533274802795356;4:
> > 2533274855883119;1:
> > Already posted this in another thread, but want to make it it’s own thread in case the devs miss it. As you can see here, Heavy Grunts that you get from “Grunts From Above” DO NOT retain the “My Plus One” upgrade, which is adds another Fuel Rod Grunt to the squad. The Heavy Grunt with no veterancy is the one I made from the Raid Camp, the Vet 1 Heavy Grunt was dropped with Grunts From Above I, and the Vet 2 Heavy Grunt was dropped with Grunts From Above II. As you can see, the Veteran Squads have a smaller HP bar than the one created from the Raid Camp and they also do not have the extra Fuel Rod Grunt added into their squad. I’m not sure the numbers, but this could mean that the Vet 2 Heavy Grunts from the drop are WORSE than Heavy Grunts you can just make from the Raid Camp. It is interesting to note that they do retain their EMP ability.
> >
> > I fully upgraded the Heavy Grunts before using both the Level 1 and 2 drop. If you don’t believe me, feel free to hop into a skirmish against the AI and test it for yourself.
>
> This is also correct. Try Atriox level 2 spirit support. You get two upgraded suicide grunt squads without needing the upgrade. Y-ability are already on the units and are just simply toggled off. So when you get the upgrade it is just globally toggled on. For the upgrades that add extra squad members, this is a brand new squad. It would be an easy fix to allow Grunts From Above II to include this upgraded heavy grunt squad

Well, doing it that way would be yes. If we just swapped the squad out so you always get the upgraded grunts in the drop. But, we are going to look at making it call what unit you currently have similar to how vehicles will upgrade based on what you have. The difference there is that you don’t change the actual unit that is called for tanks - it’s baked into the tactics file and updates a few others when you get said upgrade.

We are going to investigate if we can add a small module of wizardry via data that passes the upgrade value onto the units in the drop that says “hey, I’m actually the upgraded unit - pick me! pick me!!!” But this may require code support.

So, logistics is a bug which we have just fixed, but the non-upgraded heavy grunt being dropped actually is working by design of how the leader power was built.

<mark>Breakdown</mark>Essentially the way it works is that there are multiple units built out for when an infantry squad is upgraded.

However, in the case of the drop, it very specifically calls to drop “cov_inf_heavygrunt_01”.
However should you get the upgrade for Heavy Grunts, that new squad technically is “cov_inf_heavygrunt_02”.

So, for infantry drops this does not appear to have a way to update it to what variation of the unit you have based on upgrade. Tanks and other units that are simply a weapon swap update appropriately because the update there is a weapon type upgrade which is still spawning the specific unit. We will investigate to see if we can in data fix it. But it is not an easy change to be made.

This happens in the campaign too kinda. Marines not bought in Mission 11 can get the grenade upgrade but not combat tech. It may be the same with ATN’s pack brother.