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fix(inquisition): Restore Necron Tomb progression - #1495

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EttyKitty merged 1 commit into
Adeptus-Dominus:mainfrom
The-Real-Nyx:Patch1
Sep 2, 2026
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fix(inquisition): Restore Necron Tomb progression#1495
EttyKitty merged 1 commit into
Adeptus-Dominus:mainfrom
The-Real-Nyx:Patch1

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@The-Real-Nyx

@The-Real-Nyx The-Real-Nyx commented Sep 1, 2026

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Summary by cubic

Restores Necron Tomb mission progression after combat so the raid can reach completion.

  • Extracts mission stage advancement into advance_necron_tomb_mission and reuses it after Necron combat encounters.
  • Fixes the mission prompt queue so the popup opens at the front instead of appending to the current popup stack.
  • Replaces direct instance_destroy calls with popup_default_close so optional popup exits close cleanly.
  • Adds a post-battle summary line when the mission continues after combat.

Written for commit 46186d5. Summary will update on new commits.

Review in cubic

@github-actions github-actions Bot added Size: Small Type: Fix This is a fix for a bug labels Sep 1, 2026

@cubic-dev-ai cubic-dev-ai Bot left a comment

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No issues found across 2 files

Confidence score: 5/5

  • Automated review surfaced no issues in the provided summaries.
  • No files require special attention.

Re-trigger cubic

tixt = $"Your marines on {planet_numeral_name(planet, id)}";
tixt += " are prepared and ready to enter the Necron Tombs. A Plasma Bomb is in tow.";
var _number = instance_exists(obj_turn_end) ? obj_turn_end.current_popup : 0;
var _number = instance_exists(obj_turn_end) ? 1 : 0;

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Think this is required to keep up with the popup sequence count when there are multiple stacked popups in a turn end

@The-Real-Nyx The-Real-Nyx Sep 1, 2026

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_number doesn't store the popup’s position in the sequence, it's used as a queue continuation flag inside popup_default_close(), which checks if != 0 before scheduling obj_turn_end.alarm[1]. So, before this path would store 0, and then the recreated post combat popup would fail to rearm Alarm 1 when closed stalling the end turn popup queue, and preventing the player from ending their turn. And from testing it did for sure get stuck before sometimes and does for sure not get stuck now but if the change does somehow cause regression with the popup sequencing can you point out where that happens more specifically cause I don't see it.

@EttyKitty

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was this tested? the description doesn't say.

@The-Real-Nyx

The-Real-Nyx commented Sep 2, 2026

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was this tested? the description doesn't say.

Yeah. The bug report had a save attached so I was able to reproduce the bug prior to the fix and then test again post fix and verify it was fixed.

@EttyKitty
EttyKitty merged commit be27876 into Adeptus-Dominus:main Sep 2, 2026
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3 participants