Kenshi
Brimsaw Jul 19, 2019 @ 1:35am
Enemies Glitch through gates during the attacks.
This is ridiculous, this problem persisted ever since I bought this game half a year ago and its still constantly popping up.

Whenever there is a raid on my town there is a very good chance that it will break through my double gate setup, WITHOUT DESTROYING THE GATE:

The Enemies approach, do their little dialogue and then form up to attack. They charge the gate in large groups, and then only about 10 of them end up attacking the gate while the rest just stands close to it. HOWEVER as more of the attackers run at the gate they start pushing other allies through it, and then all hell breaks loose. The pathfinding is just complete garbage, I can't play this game for FIVE MINUTES without some stupid bug showing up. And I know what the answers will be ' Update your navmesh', 'Import your game' 'Upload your zip crash dump file' I've done all those things before, and do them whenever I encounter a game breaking glitch, and they are never fixed.
Last edited by Brimsaw; Jul 19, 2019 @ 3:22am
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Showing 1-15 of 16 comments
!Newo Jul 25, 2019 @ 7:05pm 
Same here, they teleport straight through my gates
Faerador Jul 26, 2019 @ 1:51pm 
Yeah, the "teleport through walls/gates" glitch is a real problem, honestly. This game would be so incredible if it weren't for the many, many, MANY little issues: general AI pathfinding, wall no-clip, duplicated townies and vendors, screen tears, road nav-mesh issues, AI storage mechanics, animal nests spawning within hive villages, disappearing outposts, characters attacking locked doors without prompting, etc.
nephilimnexus Jul 29, 2019 @ 9:04pm 
Half a year you say? Hostiles have been walking through walls like ghosts since I bought the game back in 2014.
Faerador Jul 30, 2019 @ 1:08am 
Ha ha! I believe it.
!Newo Jul 30, 2019 @ 8:17am 
Ruins some of my experience because I have men repairing the gate while the horde of enemies attacks it to try and slow them down, only to realize they arn't repairing because three of the 30 blood reavers glitched through and hacked the engineers to pieces.
Brimsaw Jul 30, 2019 @ 9:49am 
Well, allthough not the response I expected to get, I do apreciate the fact that I am not alone in this. I have found a bit of an issue laden work around for this, as I've implemented to use at the LEAST 2 gates for defence. Now this causes all sorts of new issues with pathfinding, so you can forget assigning workers to jobs OUTSIDE of your city walls, but since I tend to build my settlements all within my walls that wasn't an issue for me. The other issue this causes is that sometimes attacking forces with stop in their tracks once they are kind of close to your outpost/city, This can be fixed 9 times out of ten with a reload, as I noticed that if left alone thzere is a chance they are teleported into your city center.

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.
!Newo Jul 30, 2019 @ 9:55am 
Originally posted by Brimsaw:
Well, allthough not the response I expected to get, I do apreciate the fact that I am not alone in this. I have found a bit of an issue laden work around for this, as I've implemented to use at the LEAST 2 gates for defence. Now this causes all sorts of new issues with pathfinding, so you can forget assigning workers to jobs OUTSIDE of your city walls, but since I tend to build my settlements all within my walls that wasn't an issue for me. The other issue this causes is that sometimes attacking forces with stop in their tracks once they are kind of close to your outpost/city, This can be fixed 9 times out of ten with a reload, as I noticed that if left alone thzere is a chance they are teleported into your city center.

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.
Yeah I use two gates, and sometimes even three. I make sure my engineers wont get tk'd. The only problem for me is the glitching through the gate thingy.
Demetre Vi Aug 6, 2019 @ 3:00pm 
Yeah I use two gates, and sometimes even three. I make sure my engineers wont get tk'd. The only problem for me is the glitching through the gate thingy.


Originally posted by !Newo:
Originally posted by Brimsaw:
Well, allthough not the response I expected to get, I do apreciate the fact that I am not alone in this. I have found a bit of an issue laden work around for this, as I've implemented to use at the LEAST 2 gates for defence. Now this causes all sorts of new issues with pathfinding, so you can forget assigning workers to jobs OUTSIDE of your city walls, but since I tend to build my settlements all within my walls that wasn't an issue for me. The other issue this causes is that sometimes attacking forces with stop in their tracks once they are kind of close to your outpost/city, This can be fixed 9 times out of ten with a reload, as I noticed that if left alone thzere is a chance they are teleported into your city center.

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.
Yeah I use two gates, and sometimes even three. I make sure my engineers wont get tk'd. The only problem for me is the glitching through the gate thingy.
this
Faerador Aug 12, 2019 @ 1:49pm 
It's even worse when you have your base perimeter locked down, only for a squad of hungry bandits to spawn inside your walls somehow.
!Newo Aug 12, 2019 @ 1:53pm 
Originally posted by Faerador:
It's even worse when you have your base perimeter locked down, only for a squad of hungry bandits to spawn inside your walls somehow.
Happens to me, but with beak things, worst part is my base was built right in the middle of a road, so slavers will often walk through and sometimes glitch inside.
Brimsaw Aug 13, 2019 @ 2:03am 
Originally posted by RaTcHeT302:
Originally posted by Faerador:
It's even worse when you have your base perimeter locked down, only for a squad of hungry bandits to spawn inside your walls somehow.

their collision is probably off when they are very far away, i don't know how the AI system works, maybe the bandits were always there, but you couldn't see them

if they literally spawned though, i don't know what to tell you then, that sucks

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.
Last edited by Brimsaw; Aug 13, 2019 @ 2:06am
Faerador Aug 13, 2019 @ 3:35pm 
Yeah, in the Borderlands area near the Hub when building a base in that region, the Black Dragon Clan will often get stuck pathfinding to your bases unless you literally watch their progress, and depending on where the it comes from the Holy Nation raids can also sometimes just get lost in transit. And don't even bother trying to hire mercenaries too far away from your base. They often get lost in transit if it's any real distance (say Stoat to Hub).
Seelenschwarz Aug 23, 2019 @ 7:45pm 
have the same problem. For me it is related to build any building in my base. The latest updates did not seem to fix the problem.

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.
Last edited by Seelenschwarz; Aug 23, 2019 @ 7:48pm
Faerador Aug 26, 2019 @ 5:47pm 
Originally posted by Seelenschwarz:
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.
Destro Aug 26, 2019 @ 7:30pm 
It's a really straightforward bug that enemies clip through walls in combat. There really aren't any major conditions attached to this behavior. Just start a fight with somebody inside a building and one of the two will inevitably end up outside of the building after a while.

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. :(
Last edited by Destro; Aug 26, 2019 @ 7:33pm
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Date Posted: Jul 19, 2019 @ 1:35am
Posts: 16