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Honestly, kind of a lack luster solution, but at least my builders arn't slaughtered by the droves in each attack, or by friendly fire from my turrets.
On a good note, I believe they fixed another issue I had problems with a few weeks back, as my settlement circle (The one you see when you enter the editor mode) seemed to grow to ridiculous sizes, wich caused nearby hideouts and camps to be swallowed up by my town, wich then led to hostile npc's trying to patrol MY town. Anyway, not sure if it fixed itself, or one of my mods did it, but that issue is pretty much gone now. The circle still grows when I build new buidlings, but it resets itself after a relkoad. Finally I can build my camelot in the fog islands without fogmen glitching through my gates and walls in vain attempts to patrol my town.
this
So I've studied these glitches quite a bit with my Fog island base, and I feel I know what happens. Much like Ratchet said in their first post, it has something to do with Impassable terrain and the combat system.
My base is ontop of a platform with 3 walled off sections where you can get up, of wich only 1 has a double gate set up. The escaped servants and other groups of npcs that end up fighting near the cliffface more often than not get staggered into it. The characters will scoot after them , and they all end up fighting on impassible terrain, the one where you're mouse changes into a 'No entry' sign of sorts.
After the combat is concluded, or if they stagger away from eachother enough they will suddenly turn uphill and start running towards the top, often glitching through the standard terrain and completely ignoring any buildings.
To my knowledge there is no way to pürevent this on our side, at least without alot of knowledge in the games code, as I believe it's not something that can be fixed easily. If anyone figures out a decent way to prevent this glitch from happening, apart from not playing this game, do let us know, it would surely be apreciated.
P.S.: The far away teleporting definitly is a pathfinding issue. I've had holy assaults come at my base normally, only to be just about ready to be spawned for them to just appear behind my base (Lucky me not inside yet) This glitch can be prevented by a rather tedious method, activating the editor mode to free camera restrictions and then find the incoming assault and follow it, with the camera nearby the terrain will be loaded in and they are less likely to get stuck. it's still possible for them, to glitch oput tho, and alöl it takes is one moment of being outside your view for them to dissapear once more.
I have 2 gates and two Alpha Bonedogs [GenMod] stopping the enemies.
In addition, enemies spawn in my base. what makes the 2 gates obsolet. But usually these are just a few.
This is the thing that really pisses me off. If you're not following your outpost, enemies will sometimes just zone right through the walls into your outpost.
I was paying attention to a squad traveling from my post in Shem over to the Flats Lagoon when suddenly my squad at home was reporting an attack. Odd; I had dudes manning the turrets on the walls, and the gates were down.
When I zone back over to my base, there's a literal horde of Starving Bandits, almost 30 of them, inside my base going ham on my workers. My gate is still down and with full HP; my guards are still manning the turrets even.
But because I wasn't looking at the walls like some perverse version of Schroedinger's cat, the walls didn't actually exist at the time, and the Hungry Bandits just sort of pathed right on into my base and began attacking my workers.
The devs can hide behind the whole, "Well, the engine just doesn't allow us to fix this issue" excuse all they want. It doesn't make me feel better. And if they can't fix it, then maybe their scope and design was too optimistic.
Make the fight larger and put the game at 3x speed and you basically have people spilling out of walls.
I'm very sad to read that this is a bug that has persisted since 2014. :(