When you switch nano priority state, the interface does not show the new state until you deselect and reselect units. Here is why that happens and how the key bindings system works.
A known interface issue in Beyond All Reason causes order state changes to not reflect immediately in the UI. When you toggle an order state such as hold position, return fire, or fire at will, the command button does not update to show the new state until you deselect and reselect the affected units.
This happens with nano constructors changing priority states as well. The underlying command fires correctly, but the visual feedback lags behind because the UI refresh cycle checks selection state before redrawing button highlights.
This is a display-only issue. The commands are executing even when the buttons look wrong. Do not assume the order failed just because the button appears unchanged.
BAR leverages the SpringRTS engine GetKeyBindings API for widget-level shortcut management. This unsynced read function returns a table indexed by keyset, allowing widgets to query and modify hotkey configurations without touching core game code.
The Unit Builder Priority widget at github.com/beyond-all-reason/Beyond-All-Reason uses this pattern to manage constructor build order hotkeys efficiently. Widget developers can reference both GetKeyBindings and GetKeyBindings2 on the Spring wiki for full documentation.
Understanding your interface means fewer wasted actions during matches. Creed of Champions values that kind of attention to detail. Better teammates share knowledge and help each other learn the ropes. Win with skill, teamwork, and respect.