Testlive Hotfix (21.06.2020) - Some music, AI and server browser fixes

Purge testing. Testlive client. Singleplayer mode.

TL;DR - Some purge NPC pathing issues discovered, but no unwarranted teleporting discovered. Unless someone requests a specific location, I’m all purged out.

The building in each purge is a 3-story round tower design constructed as identical as terrain would allow with a Building Score of ~14k. Coordinates are recorded when standing on the center of the building foundation. 5 archers placed on isolated elevated ceiling tiles around the perimeter. 5 fighters total placed on the ground next to each of the 3 closed doors of the building. For the first wave of each purge, player was cloaked and did not interfere. For subsequent waves, player was uncloaked and primarily fired arrows from the rooftop with infrequent treks to ground level for melee combat.

Location 1. TeleportPlayer -104810.515625 218267.3125 -19911.673828 (newb river near dregs)
Cackle of Hyenas
Defending archers on wedge ceilings teleported to ground (replaced with square ceilings in subsequent locations).

Location 2. TeleportPlayer -47476.75 150917.53125 -8218.119141 (near Tower of Bats)
Avalanche of Rocknoses
One normal rocknose spawned stuck inside a stone node.

Location 3. TeleportPlayer 279518.90625 163592.140625 -12927.427734 (Jungle)
Dagon Slave Takers
No anomolies observed.
Gang of degenerate Lemurians
No anomolies observed.

Location 4. TeleportPlayer 194982.296875 30235.730469 -20006.003906 (swamp near Ruined Outpost)
Crew of Black Hand Pirates
No anomolies observed
Cultists
First wave required player interference. Ground fighter thrall AI was erratic. They would walk slowly back to their guard location while taking fire, possibly leashing mechanic. Some changed their own guard location, possibly a pathing issue. Some had weapon equipped but did not attack nearby targets. These same fighters would attack if an enemy was adjacent. Second wave had the same issues but far fewer instances due to player actions. Player aggro transferred to thralls much more effectively than thrall aggro transferred to other thralls. No anomolies in enemy behavior, though I suspect part of the problem with this purge was the distance between thralls and enemies. The sobek archers have a really good range. Adjusting thrall behavior may have fixed it, but I thought leaving them on the default behavior was more important for controlling variables.
Plague of Locusts
Some pathing issues due to the size and bulk of the locust corpses caused ground thralls to choose new guard locations. By the time I had spawned in a pick and harvested the mess, the purge was finished.

Location 5. TeleportPlayer 20291.34375 207402.359375 -16603.171875 (near Sinner’s Refuge)
Followers of Asura
NPC’s did not path/teleport correctly (Screencap below). Structure was built on a plateau with steep walls on both sides. Two or three NPC’s managed to fall down the cliff face, but most remained on the upper plateau. I removed the closest building piece (circled in blue) but that didn’t solve the pathing issue. I think this is one instance that the purge NPC’s should have teleported but didn’t.
Horde of Darfari Cannibals
I added a detached staircase nearby and they were able to path, but preferred attacking the staircase rather than the main structure. NPC pathing was very ugly, but possible.

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