View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0000239 | Infinitode 2 | [All Projects] Infinitode 2 | public | 2019-11-12 01:49 | 2019-12-12 14:31 |
| Reporter | Anonymous | Assigned To | therainycat | ||
| Priority | low | Severity | tweak | Reproducibility | always |
| Status | closed | Resolution | won't fix | ||
| Platform | Mobile | OS | Android | OS Version | Any |
| Product Version | |||||
| Target Version | Fixed in Version | ||||
| Summary | 0000239: Pathfinding ignores barriers instead of using teleporters | ||||
| Description | If there's two adjacent tiles separated by a barrier and they both have teleporters, then mobs will ignore the barrier instead of going through the teleporters. | ||||
| Tags | No tags attached. | ||||
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Screenshot_20191111-133757__01.jpg (432,627 bytes) |
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Its because you have both barrier and teleporter on the same tile. Due to the technical implementation of pathfinding (which was not designed for teleporters and got a bit tweaked) and performance considerations, it assumes this path is valid. Gameplay-wise it must not make much difference since it changes a path only for a half of tile. Since usage of both teleporter and barrier on neighboring tiles is highly unlikely in attempt to make any major difference in map's strategy and considering performance impact this fix may cause, I'll just say I'll not fix that but thanks for pointing out! |
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| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2019-11-12 01:49 | Anonymous | New Issue | |
| 2019-11-12 01:49 | Anonymous | File Added: Screenshot_20191111-133757__01.jpg | |
| 2019-12-12 14:27 | therainycat | Note Added: 0000314 | |
| 2019-12-12 14:30 | therainycat | Note Edited: 0000314 | View Revisions |
| 2019-12-12 14:31 | therainycat | Assigned To | => therainycat |
| 2019-12-12 14:31 | therainycat | Status | new => closed |
| 2019-12-12 14:31 | therainycat | Resolution | open => won't fix |