Vos commentaires

This issue has been fixed internally.
We also fixed that shrine claim notifications were raised again after loading a level.
These fixes will be included in next patch.

Nice find!
When a unit gets too near to an obstacle so it could penetrate it, we check if there is a reason to move it slightly away so it doesn't get stuck.
This method handles also any case where a unit is suddenly overlapping with a solid collider and tries to move it out to a valid location.
(This can happen for example if you place a room above units so that units get stuck in props, or simply when you lock a door while a unit is passing it and the move out method will move them out to a valid place)

However for flying or floating units over chasm this did utterly fail.
To make sure that a unit is not move to an invalid location and not sunken into ground, potential move out points were always positioned on ground height.

Well this was totally wrong for flying objects, because they aren't valid at ground height, but at the height they are flying.
In result all potential move out points were all colliding with the chasm (which is logically a collider with small height and blocks walking minions from passing it).
So the flying unit was considered as utterly stuck based on the wrong assumption it's walking on ground while it wasn't stuck at all.
So the routine to move it back to a valid location did only find collisions with chasm or the wall in every direction it could use and thus found only one way to "rescue" the unit to a valid place: which was behind the wall.

We made these move out checks based on the correct height an object is supposed to be (depending on if the unit is walking, floating or flying) which fixes the problem.

Thanks for pointing to this issue.

I want to add that rescuing minions has the highest priority of all tasks.
However my guess is your minion didn't place a bed in a lair yet, in this case he can not be rescued.
Or your minion was died and was a corpse already, which are collected with much lower priority or not at all if you don't have a crypt.
Intelligent minions are unconcious for maximal 60 seconds before they become a corpse which can not be rescued.
Beast units are never rescued and directly become a corpse when knocked out.

It could have looked like this because idle workers only try each 4 seconds to find a new task to not hurt performance with task queries while just being idle and maybe there aren't even any tasks.
So maybe inbetween these 4 seconds a task popped in proximity, but another worker which was further away took the task before the idle worker even tried.
While this is a little accuracy issue, it wont cause any issues in a larger scope.
If an idle worker is really much nearer to a task than all other workers then another worker wont make it in time to become nearer inbetween 4 seconds and the idle worker will correctly take over.
At least I guess this was the effect encountered here.

We are changing drastically how titans are summoned for next patch
and by working on this I just found and fixed this problem already.
This will work correctly next patch, please mark as fixed.

Any way thanks for reporting.

Thanks for this report,
we will fix it for next patch together with the issue that this alert also triggers when you reveal an artefact which is stored in an enemy archive already.

Cheers

This is exactly what is happening already.
If a worker searches for a task which has more than a 10% shorter path to an already assigned task, he will take this task over and the old assignee will search for a new task.
Did you encounter a case where this didn't work?
Can you provide an example, screenshot or video?