#3937: Weapons upgrades do not work
---------------------------+-------------------------------------
 Reporter:  Kreuvf         |             Owner:
     Type:  bug            |            Status:  new
 Priority:  normal         |         Milestone:  unspecified
Component:  Engine: other  |           Version:  3.1.0
 Keywords:                 |  Operating System:  All/Non-Specific
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 When I first wrote on this bug report I wanted to report something else
 (cyborg weapons do not benefit from weapon upgrades), but during my test
 runs I noticed that _obviously_ something's very wrong with all weapon
 upgrades.

 Using 3.1.0 with absolute damage patch (see #3872) with stock data files
 the issue is reproducible by starting Rush without bases @T1 creating a
 Machinegunner (Debug menu) at the beginning of a game. Firing at one of
 your own trucks will result in 4 bodypoints damage. Researching MG allows
 to build a template with it --> raw kinetic damage of MG: 10.

 I changed the first damage upgrade to give +200% to circumvent researching
 all the other stuff again and again for my test runs. So I researched the
 first damage upgrade for MGs (APDSB MG Bullets) and looked at the design
 screen to check: new MG damage is 30. Create a Viper Wheels MG via debug
 menu, look at the design screen again: new MG damage is 10 (again!). The
 Viper Wheels MG does 3 bodypoints damage at the beginning and does 3
 bodypoints damage at the end, which fits to the unchanged damage value.
 For the Machinegunner this still results in 4 bodypoints damage to the
 truck. Unchanged also.

 This is weird and applies to all weapons tested (MG, Light Cannon). Even
 reproducible when producing in factory. The design screen information
 changes upon creation of the unit. The value does not change back upon
 unit recycling or destruction due to enemy fire.

 I suggest reproducing this and, if successful, fixing it and pushing out
 3.1.1 asap.

-- 
Ticket URL: <http://developer.wz2100.net/ticket/3937>
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