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I don't know if it's the case but I always make sure for the pathing that it's 1 floor trap wide as big orcs can't take a smaller path unlike the smaller orcs. I've seen when making paths that the big ones would go red if the path is half a trap wide but I that's all I can think of and I assume most people keep the path at least a trap wide in the first place.
I'll take some screenshots, but they're fairly unintuitive issues that block Ogres and Trolls specifically, even though there's a full spike trap worth of space for them to walk through.
I always use this as my killbox on MHM:
https://steamcommunity.com/sharedfiles/filedetails/?id=3423853230
Force them through the tight corridor under the stairs, and then around towards the rift. Simple routing. However, ALL the grid squares that have the lanterns on the wall block Ogres. Which sort of makes sense, except that it behaves weirdly.
If I do this:
https://steamcommunity.com/sharedfiles/filedetails/?id=3423853362
The Ogres and Trolls will get angry and smash barricades. They refuse to path through the square with the lantern hanging over it. Fine, BUT, if I do this:
https://steamcommunity.com/sharedfiles/filedetails/?id=3423853486
Then they happily path through that same damn square. All I did was move the barricade by one standard trap width. They're still crossing the same squares, but now they're happy. For some reason.
https://steamusercontent-a.akamaihd.net/ugc/60337643282383512/7853C539B4932703A35EC5C909E71C64DDD57B32/
Video to show it happening.
And a screenshot to illustrate the specific block in question:
https://steamcommunity.com/sharedfiles/filedetails/?id=3423859173
It's the block on the very end of this set of barricades, which doesn't make any sense. If it's the torch on the wall that's causing problems, the Ogres and Trolls were already having to path past it, but adding a barricade that has completely clear space around it on all sides breaks Ogre pathing for... some reason?
This one actually bit in the butt earlier today, as I'd been gradually mazing the Orcs through that whole area and as I got more money, I added to the maze. So it was a later wave, and that block was in such an innocuous position it never occurred to me that I'd need to check on the Ogre ghosts to make sure they weren't going into angy mode. So I lost like half my rift points when they smashed through my routing barricades next to the rift.
So I think what is happening is the torches/lanterns count as a small barrier like an auto ballista size or maybe sawblade size. Thats what is causing issues for the tall guys.
So basically your running into an issue where:
XO OR XX
OO --- OO
X= invalid movement, O = acceptable movement
The Fish Market one on the other hand I can only say is an outright bug, because the behavior is so weird.
Agree with you 100%
Anything that IS going to be a problem makes the ghosts turn red and start simulating attacks against the barricades (Tho at least one time I swear a ghost actually did damage to a barricade, it was weird). So just always make a point of checking the ghosts before you start. Especially if you're not seeing any Ogre ghosts at the killbox, because often times they turn red and attack barricades much much earlier, even though the blockage is at the killbox, or even after it. So if you're working in the killbox you don't see the red Ogre ghosts, and it's easy to miss.