Worker pathing causing performance issues
Hello! Did a search but didn't find anything related to it so thought I'd post this just in case.
For instance if you have a locked door with vision on a downed minion(friend, or foe if you have a prison), body(if you have a graveyard), artifact(if you have a library) or similar, it seems the game will cycle through all available workers every 5-10 seconds trying to find a valid path to the object in question. Unless you unlock the door to allow a worker to clear it, this will continue happening until the body decays completely. Can this timer be increased, or set to fail after X-worker-attempts(So it doesn't cycle through all of them)? Since if you have a large amount of workers and lets say 4-5 downed enemies, it becomes unplayable. Not because FPS in itself tanks, but an extreme amount of micro-lag.
Hi Rudolph,
This is an interesting observation. I'll pass this to our QA Analyst to have a look at when we next do a pass through all the tickets. This may be one that is worth investigating for the potential performance gain.
Cheers,
Lee