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IDProjectCategoryView StatusLast Update
0000872Infinitode 2[All Projects] Infinitode 2public2021-05-28 12:58
ReporterEuphoRowan Assigned Toadministrator  
PrioritynormalSeverityminorReproducibilityalways
Status closedResolutionopen 
PlatformMobileOSAndroidOS VersionAny
Product Version 
Target VersionFixed in Version 
Summary0000872: Windstorm problem after enemy path change
Description

In any "Enemies Walk on Platforms" map, if an enemy changes its path, its stored point of origin will be changed to its current tile threshold instead of the portal that it actually originated from. If any such enemies are then subjected to pushback via windstorm (and probably blast tower's lv10 ability, too), it will prematurely stop on its newly-assigned origin tile from when the path was last changed. In the windstorm scenario, this leads to a rather unfortunate dispersal of groups of enemies all stopping at evenly-distanced tile borders with "MDPS-nullifying" gaps between the groups.

Steps To Reproduce
  1. Open any map with Enemies Walk on Platform effect (with a few windstorms ready for usage).
  2. Allow enemies to progress a certain distance along the road, then place a tower/mod that will trigger path changes for some/all enemies.
  3. Because the path searches are only executed once per tile traveled, allow the enemies to progress yet another tile or two to insure they've mostly had a chance to recalculate (don't let them travel father than the distance of a windstorm pushback).
  4. Execute a windstorm
  5. Observe that enemy pushback is stopped at multiple different tile borders rather than the portal.
Additional Information

Reproducible in 1.7.13 (and probably all prior builds with EWoP pathing implemented).

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Issue History

Date Modified Username Field Change
2020-06-18 14:08 EuphoRowan New Issue
2020-09-29 19:37 administrator Assigned To => administrator
2020-09-29 19:37 administrator Status new => acknowledged
2021-05-28 12:58 administrator Status acknowledged => closed