Orcs Must Die! Unchained

Orcs Must Die! Unchained

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Crystaliss Apr 14, 2016 @ 4:49pm
Enemy stuck OOB, no way to finish mission.
As the title say, we somehow got an enemy OOB (out of bounds) using haymakers in the right lane of survival 72 unchained fortress inbetween 1st and 2nd guardian locations.

There was no way to kill said enemy, using any gear we had, various skills (including dobbins explosives) and since the waves wouldn't continue either, we can't even lose to recieve xp and loot.

We had gotten some good loot too...

(Assuming there is a kill condition for any entity whose height falls below a certin number, this enemy would have been in the wall. However, this enemy was making no sort of dialogue even, so it either somehow bypassed said condition, or went into the walls far above.)

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Showing 1-6 of 6 comments
Mauseleum Apr 15, 2016 @ 7:19am 
Just am in a game like that. There was an enemy, but it looked as if it vanished into the "map". Allies waited for about 10 minutes, and I about 15, but nothing happened. There should be somekinda command for forcing the wave restart or something thus killing all whats left on the map or something like that.
Crystaliss Apr 15, 2016 @ 7:42am 
Originally posted by Mauseleum:
Just am in a game like that. There was an enemy, but it looked as if it vanished into the "map". Allies waited for about 10 minutes, and I about 15, but nothing happened. There should be somekinda command for forcing the wave restart or something thus killing all whats left on the map or something like that.
In the previous games, or at least OMD2, I'm fairly positive there was a contingency for such things happening, like the enemy just vanished or died if it hadn't reached the objective in a certain amount of time, or if the unit hadn't moved for a certain amount of time.
MitchellW Apr 15, 2016 @ 11:02am 
Originally posted by Crystaliss:
As the title say, we somehow got an enemy OOB (out of bounds) using haymakers in the right lane of survival 72 unchained fortress inbetween 1st and 2nd guardian locations.

There was no way to kill said enemy, using any gear we had, various skills (including dobbins explosives) and since the waves wouldn't continue either, we can't even lose to recieve xp and loot.

We had gotten some good loot too...

(Assuming there is a kill condition for any entity whose height falls below a certin number, this enemy would have been in the wall. However, this enemy was making no sort of dialogue even, so it either somehow bypassed said condition, or went into the walls far above.)

Can you get us a screenshot of this location?
Crystaliss May 4, 2016 @ 12:49am 
Originally posted by MitchellW:
Can you get us a screenshot of this location?
Hope you don't mind terribly about being several weeks late on this.
http://steamcommunity.com/sharedfiles/filedetails/?id=678274171
That image was taken at the time, I didn't recreate the bug.
Last edited by Crystaliss; May 4, 2016 @ 12:51am
Seedling May 4, 2016 @ 11:16am 
It can happen on several maps, in any killbox containing Grinders, Flip Traps, Spike Walls, Haymakers.. anything that moves minions around. Even if a minion flops down on the ground after being slammed into a wall, it will then wiggle up said wall and out of range. If there's a traversable path, it will use that to get to the rift or back to a lane. If there's no path, it will simply sit in place. Some AOE effects hit them, but only if they aren't too far from path. If they teleport way up or down, you have no choice but to cancel the game.

I'd rather have a command that would teleport all living minions into the rift (and thus potentionally lose), than being forced to abandon the match..
Losing isn't a bad thing in OMDU.. but abandoning matches can get you auto-perma-banned...
MitchellW May 4, 2016 @ 12:20pm 
Originally posted by seedling:
It can happen on several maps, in any killbox containing Grinders, Flip Traps, Spike Walls, Haymakers.. anything that moves minions around. Even if a minion flops down on the ground after being slammed into a wall, it will then wiggle up said wall and out of range. If there's a traversable path, it will use that to get to the rift or back to a lane. If there's no path, it will simply sit in place. Some AOE effects hit them, but only if they aren't too far from path. If they teleport way up or down, you have no choice but to cancel the game.

I'd rather have a command that would teleport all living minions into the rift (and thus potentionally lose), than being forced to abandon the match..
Losing isn't a bad thing in OMDU.. but abandoning matches can get you auto-perma-banned...

We've got a lot more information on causes here and have fixes on our internal build of the game. They will come to you guys with the next patch.

We're also looking at longer term solutions. Yours is something I hadn't heard before and I've passed it on to the team.
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Date Posted: Apr 14, 2016 @ 4:49pm
Posts: 6