Buggy pathing on Outpost s-III

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LordD
Posts: 12
Joined: Fri May 10, 2013 3:23 am

Fri May 10, 2013 3:41 am

Hello Chris and associated minions, just bought this game about a week ago so im still in the process of playing around with everything. I very, very seldom buy games, but I share your vision of an open ended x-com with swords(heh)!

Anyway, I have come across a few bugs, most of which have already been reported, but I couldn't find this one so ill put it up just in case.

The pathing system gets raped by Outpost s-III's, once they are inside, its fine, but its getting inside that messes them up. Its the ramp that leads up to it, they don't quite walk far enough so they get stuck in the corner between the ramp and the building. They just stay there, walking back and forth beside the ramp, never quite walking far enough to free themselves. I realize the pathing system is still in its infancy, but its quite annoying, and breaks the immersion when you see that your people cant work out how to use a ramp. The problem is especially pronounced if they are approaching the outpost away from the side with the ramp, if there workplace is directly in front of the outpost, things are usually fine.

I suppose this could be fixed by making sure they walk to the very end of the ramp before making there climb inside, or you could change the ramp so its steps instead of said ramp, steps you can climb from any side. Not sure what you call them, but those round, tiered kind of stairs?

Another problem seems to happen when you have large groups in combat, usually, when my people outnumber the enemy(say, 20 vs 5 or less). Sometimes they will just surround the enemy, wave there swords at them (not attacking) and just watch as the bad guy slashes one guy after the other. You can usually fix this by sending most of my peeps away from the fight, or giving them repeated move orders, but if you order another attack they just stare at you blankly while the slashing goes on. o.o

Also, not sure if this is a bug or a feature, but sword swings can sometimes hit many, many people at once with the one swing if they are all close together. Today, I saw one Dust guy hit and wound 10 of my people at once with the one swing, that seems a little... odd to me heh. Maybe I could understand that from a Sand Ninja Joinin or something, or some crazy Samurai type, but not from common footpads like the Dusties, my little peasants pull it off themselves sometimes too.

Doing some great work on this game so far, its quite visionary, cant wait to see where it goes!

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Clawdius Talonious
Posts: 540
Joined: Sun Jan 29, 2012 7:35 am

Fri May 10, 2013 6:58 am

Many features of the combat AI aren't in yet, so once we get hand to hand combat and ranged weaponry you can expect a number of changes in combat. Some large weapons like Heavy weapons are meant to hit several targets at once, although the detection system for that could use a bit of work. Player Characters are clumping up a bit more lately it seems, leading to them sometimes getting stuck together and issues like quite a few injuries from one enemy swing. Personally the way I avoid those issues currently is to approach the enemy to the point where my units aggro and let them work out the rest, which helps with clumping somewhat.

As for the Outpost S-III there have been some issues with some buildings lately, and pathing in general will receive a fairly significant overhaul when the Walls are reintroduced.

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