Quickbuy sell submenu broken when you have any flex slots

ClockworkTM

New member
I've been having this issue appear in games, but couldn't reliably reproduce until now. Video of some of the written examples below. Due to sandbox not having a quickbuy trigger zone, Shift + B is used to execute the quickbuy queue.

Issue: Triggering the "All slots are full!" sell item submenu while having at least one flex slot with a quickbuy forces you to either cancel, or queue to sell some number of items such that there will be one free slot in the appropriate non-flex slot. Clicking "Sell" will queue a sell order, but if this doesn't result in a free non-flex slot of the item type you're trying to buy, the menu doesn't close. When the slot would be available after the queued sells, it finally closes and you can view the quickbuy queue to see between 2-5 items that will be sold when the quickbuy executes. If you queue any items and then click Cancel, those sell orders are still queued and attempting to execute quickbuy will fail once, then each attempt will sell one item until the queue is empty.

A few examples:
  1. Buy 5 weapon items with 0 flex slots
    • Sell menu appears as expected and closes when an item is selected to sell
    • Executing the quickbuy will sell that item to buy the desired item
  2. Buy 6 weapon items with 1 flex slot available
    • Sell menu appears but selecting an item to sell and clicking "Sell" only queues a sell order
    • Queueing an additional item to sell would result in an empty 4th weapon slot, allowing the sell menu to exit after clicking "Sell"
    • Executing the quickbuy will sell 2 items, and purchase the desired item
  3. Buy 6 weapon items with 1 flex slot available
    • Sell menu appears but selecting an item to sell and clicking "Sell" only queues a sell order
    • Instead of queueing an additional item, cancel the sell menu
    • Executing the quickbuy will sell 1 item, as the desired item is only queued to buy after completing the sell menu.
  4. Buy 9 weapon items with all flex slot available
    • Quickbuy another weapon item
    • Sell menu appears but selecting an item to sell and clicking "Sell" only queues a sell order
    • Queue 5 total items to sell(which frees up the 4th weapon slot), completing the sell menu
    • Executing the quickbuy will sell 5 items, then purchase the desired item.
One additional case which proves that the only condition for exiting the sell menu successfully when triggered by quickbuy is to sell enough items to free the appropriate 4th slot can be reproduced by doing this:
  • Buy 8 weapon items, and 4 spirit(or vitality) items with all flex slots available
    • Sell menu appears and selecting a spirit item to sell completes the quickbuy queue as normal.
    • If instead you select a weapon item, it queues the sell order but does not exit. It will not exit until 1 spirit item has been queued to sell.
    • It is possible to queue to sell ALL 8 weapon items and then 1 spirit item before it exits the sell menu, resulting in a pretty funny looking quickbuy queue 10 items long.
It seems like this bug has been around for a while but I couldn't find any definitive examples outlining how to reproduce so hopefully this is helpful for the devs. Chances are it isn't as simple as just fixing the sell menu validation check, but I hope this is at least a good starting point for finding a fix. All I want to do is queue to buy tesla bullets post lane if my team has taken 3 guardians! Instead I get clumsily stuck in the sell menu using an otherwise fantastic quickbuy system.
 

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