Imp prison prioritizing
zimberzimber 6 years ago • updated by Scott Richmond (Programmer & Producer) 5 years ago • 13
Imps seem to prioritize bringing prisoners to the first prison built, rather than the closest one.
Customer support service by UserEcho
I'll have a look into this and see if our AI guy can work out why this is happening.
I'm failing to reproduce this issue, could you link a save file where this is happening?
I don't have a save game file, but I'll try recreating it on the map I've noticed it.
a golden star mystical journey 6_20170606221622.meta
a golden star mystical journey 6_20170606221622
Managed to reproduce it here
First prison was the one the inquisitor is in now
Second was the one above it
EDIT: Log File
Note: II had another bug occur in that game after I saved the game, and its probably recorded in the log file. I posted it as a separate issue.
I still can't produce this. Please record a video of the issue happening so I can see exactly what you are doing to cause this
Here's a video, and a small observation that might be the cause.
The prison to which the prisoners were dragged to was closer to the corpse if the imps were to go in a straight line, ignoring walls/lava/etc, but the other prison is closer only if you take path finding into account.
I don't know if this behavior applies to other rooms too. (Like crypts, treasuries, searching for piglets to bring into the kettle, etc...)
Ah, yes that makes sense. We probably are doing a cheap range check rather than a pathing based one as it is much lighter computationally. I will need a timestamp to see it in action ;)
30:10 - Matriarch dies, then dragged to first prison (furthest after path finding)
31:25 - Huntress dies, then dragged to third prison (closest)
33:37 - Warden dies, then dragged to first prison
Unrelated question -
Cultists ignoring enemies when dropped (like in 11:15 and 24:15) is a known issue, or should I create a ticket for that as well?
That's because it's payday and you didn't rally them, so they just went and grabbed gold.
Looks like it does a check on pure proximity, with your setup that doesn't make much sense, but usually it's fine, I'll mention it to the developers and see if there's a cheap way to process it based on pathing proximity
That didn't happen with the Gnarlings though
That time they just repositioned, as you scroll away you seem them using range
Unfortunately after reviewing this issue with the Code Team today this issue is not going to see a fix within the remaining development of WFTO. There's a number of reasons for this but primarily it's simply a matter of resources spent vs value of fix. Simply put the issue is deeply ingrained in old code and to resolve it would require considerable resources that unfortunately will not be available to us moving forwards. When weighed against spending our resources on other higher priority issues or new features we have to make a choice that benefits the most players.
We didn't want to leave this in limbo so as such we're now going to close this ticket as not fixable.
We know it's not desirable for issues like these to remain in game and we want to always endeavor to ensure that player experience is the best it can be. But realistically there are some issues which we won't be able to address so we want to ensure that expectations from our community align with that.
Thanks for the report and I apologize that we will not be fixing this issue. Please feel free to get in touch if you have questions. :)