Rise to Ruins

Rise to Ruins

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Vonseris Sep 25, 2018 @ 10:16pm
Mobs attacking walls
So I've been playing this game for a while and i have a decent defence setup going but now for some reason the mobs just start to randomly attacking my maze, even though the path to my village is not blocked at all. at first it was annoying but now every game i play i barely make it to 1 year then my vilage dies thanks to the mobs just randomly attacking my walls. Am i doing something wrong?
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Showing 1-14 of 14 comments
Cinth Sep 25, 2018 @ 10:18pm 
I believe it was a change in mob pathing in the last update.
OKOK Sep 25, 2018 @ 10:20pm 
Change maze to many small maze
Tiberiumkyle Sep 26, 2018 @ 3:20am 
New pathing mechanic, for each mob pathing through a tile, the move cost of the tile increases a little, so they try to spread out. If a maze gets congested enough, they'll start breaking walls instead of taking the maze.
Vonseris Sep 26, 2018 @ 1:46pm 
Originally posted by Tiberiumkyle:
New pathing mechanic, for each mob pathing through a tile, the move cost of the tile increases a little, so they try to spread out. If a maze gets congested enough, they'll start breaking walls instead of taking the maze.
I see so would making my maze one square wider fix this issue that i am having?
Tiberiumkyle Sep 26, 2018 @ 1:55pm 
That would help, yes. I go with double thick curtain walls everywhere other than the maze, which also works (but is resource expensive and time consuming)
Ytt (Banned) Sep 28, 2018 @ 9:14am 
Originally posted by Tiberiumkyle:
New pathing mechanic, for each mob pathing through a tile, the move cost of the tile increases a little, so they try to spread out. If a maze gets congested enough, they'll start breaking walls instead of taking the maze.
I can understand the thought behind this, but later on in the game it renders walls useless. Large groups of enemies spawn all at once - if they are a group of fast mobs they will catch up with groups of previously spawned slower mobs and trigger the pathing threshold... game over, walls.

I had double walls and double space path, from day 32, these defenses are useless...

https://steamcommunity.com/sharedfiles/filedetails/?id=1524885000
simon Sep 28, 2018 @ 9:55am 
Originally posted by Ytt:
Originally posted by Tiberiumkyle:
New pathing mechanic, for each mob pathing through a tile, the move cost of the tile increases a little, so they try to spread out. If a maze gets congested enough, they'll start breaking walls instead of taking the maze.
I can understand the thought behind this, but later on in the game it renders walls useless. Large groups of enemies spawn all at once - if they are a group of fast mobs they will catch up with groups of previously spawned slower mobs and trigger the pathing threshold... game over, walls.

I had double walls and double space path, from day 32, these defenses are useless...

https://steamcommunity.com/sharedfiles/filedetails/?id=1524885000

The length of the maze makes a difference i believe. If its too long they will attack the walls.
Gnatz Sep 28, 2018 @ 10:06am 
If it is how I think it is coded, it is time taken for the idividual mob to reach point B, if it takes 30 seconds to run from point A to B through wall and takes 29 seconds to run through the maze it will choose the maze, perhaps it can caculate the time with other mobs slowing it down in the maze treating them like cut down wood area, if this becomes an issue mid to late game, make some good pathing in the maze from way makers, this will speed up the mob but keep it going to the maze.
Tiberiumkyle Sep 28, 2018 @ 10:10am 
Monster pathfinding: When picking a route, they look at everything between them and where they want to go. Every valid tile has a move cost, this includes ones they'd need to break something to get through, just higher cost, based on what they'd have to break. Roads are lowest cost, empty terrain is default, other things pathing through a tile slightly increase the pathing cost of that tile, walls increase it some, gate a bit, not as much as walls, water also increases it, as does tar (a ton), and forest/rock increase it a ton. Based on all this, a path is picked, and off the monster goes.
Ytt (Banned) Sep 28, 2018 @ 10:59am 
Originally posted by Tiberiumkyle:
Monster pathfinding: When picking a route, they look at everything between them and where they want to go. Every valid tile has a move cost, this includes ones they'd need to break something to get through, just higher cost, based on what they'd have to break. Roads are lowest cost, empty terrain is default, other things pathing through a tile slightly increase the pathing cost of that tile, walls increase it some, gate a bit, not as much as walls, water also increases it, as does tar (a ton), and forest/rock increase it a ton. Based on all this, a path is picked, and off the monster goes.
That really sucks.
CoyoteTraveller Sep 28, 2018 @ 11:12am 
I like the mechanic.

I think it requires multiple maze entrances distributed across your walls... and even if all the monsters spawn in one place, this mechanic means that they'll spread out between them. Thus it's harder to manage because of distance, but mostly you've still got the same fire power per monster for non AOE towers.
Ytt (Banned) Sep 28, 2018 @ 12:09pm 
I love the game, but detest this mechanic.

It's not a village simulator, it's a monster traffic simulator.
ĐɛʌƉƓʊƔ Sep 28, 2018 @ 1:39pm 
lol

Originally posted by Ytt:
I love the game, but detest this mechanic.

It's not a village simulator, it's a monster traffic simulator.

lol, that was funny ....
Vonseris Sep 28, 2018 @ 7:15pm 
So i found a good solution around this. ♥♥♥♥ the walls just build about 8 golem shrines and upgrade them to full and then build 8 large ballista towers fully upgraded. course im only just passed the first season with this so i don't know if it will be viable at day 30 but it's gotten me this far without a worry
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Date Posted: Sep 25, 2018 @ 10:16pm
Posts: 14