Game mode: All Type of issue: Bug Server type: All Region: EU (UK)
When a thrall goes after an enemy, whether it be by the player accidentally attacking another thrall, the player is attacked, or a hostile NPC spawns nearby, they will not return to their position. At best, they’ll return to a place nearby, and then stand there indefinitely. They will not return to their original rotation either.
Please provide a step-by-step process of how the bug can be reproduced. The more details you provide us with the easier it will be for us to find and fix the bug:
Place three lines of converted thralls, with a fair distance between each line.
Place another converted thrall that is also a fair distance from the front line
Attack the thrall once. Now about half of your converted thralls will approach you.
Run away from the area to lose their aggro.
Upon returning, they will begin to path to their original position, but will constantly fail, before finally just staying in place and no longer moving.
Those that got close to their original position, will stop, and not return to their actual original position, nor will they return to their original rotation.
Here is a screenshot taken after 2 of the lines (about 28 thralls in back and middle line, front line has around 6) lost aggro 5 minutes ago: https://i.imgur.com/UajL8Pp.jpg
As can be seen, the back line that didn’t aggro haven’t budged, and neither did the second half of the middle line of thralls. But those that did move, utterly failed to return to their original placement.
Rotation makes little difference to me, but these thralls are exactly where I placed them prior to two purges and multiple nearby combat events, some of which they were involved.
And what happens if you put them together, rather than spread out? What about an environment other than a an empty slope or flat plain, such as inside a building or on ramparts?
Edit: Even after restarting the game, the thralls don’t return to their original position and rotation. This is in singleplayer. https://i.imgur.com/1Al9fBc.jpg
First, while online, there is a minimum distance required between thralls/pets, so putting them together is relative. The ones shown are approximately at minimum separation distance.
Secondly, behind me is a building with a number of thralls, entertainers and personal escorts. The building is within spitting distance of the Pagoda of Boundless Lusts and those thralls inside will rush through the doorways to assist if I let the target get too close. Over a period of time they return to approximately their original location, but not exactly.
If I leave and return, they are at their original location.
I think the difference is that your ‘server’ stops running when you log out. Your comments (quite appropriate and appreciated) indicate your testing is in solo. And I just saw confirmation pop up while writing this.
When you log out and return, the dB is in the same state as when you logged out, since this is a forced save. Try the other way, mapproom to another zone, wait a bit and return. That way the original cell resets because the server is still running.
Please continue to point out the results your testing. Have you considered Wiki-editing?
I actually use that, Barbie. I do not particularly like the looks of Luba, but want her effect throughout my crafting area. It works and all I see is a bobbing head. Quite enough for me, but a very situational use.
Fighters are placed where that will not happen. Online private PvE server, and I have never had a placed thrall fall through the ground. Unconscious or dead, yes, but a quick relog fixes that.
It does seem to be that you need to edit the setting with a mod, to adjust thrall distance. Be that as it may, the pathing is still completely messed up, and in need of fixing. They absolutely should return to their original position, not some approximation. This is especially important for bases that are more than just an enclosed box. Doubly so for roleplay-style bases.
I agree completely, for what it’s worth. As it is now, it either does not happen, or happens too slowly. On the other hand, warping back to the original position would be worse.
Just have one member of another clan run through, or near, my base and all my thralls are out of position. Some even like to clog a doorway.
Rumor has it that an overhaul of the thrall AI is in the works; glad you brought this up.
Oh don’t get me started on warping. They do that already.
As an example, while I was testing the AI in the same scene as I’ve shown, I attacked one thrall that I had ordered to follow me, and he was promptly surrounded by my other thralls, and could not escape past them. He was surrounded. That’s good. That’s really good.
But what did he do?
After staying completely still for five seconds, he teleported past them and resumed following me. That absolutely shouldn’t happen. Stuck in a crevice? Sure. Fallen through the terrain? Fair enough. Surrounded by enemies? Absolutely no teleporting should take place.
I am having this same issue on Official server as well. I have noticed that I have to continually place thralls back in their original position after they run after random animals and NPC’s. I have also had them fail to return after purges as well. I will see the Returning Home indicator under their name but after standing there it will turn to Guarding. Just to add this is not on single player only.
Yep, Soulstis and I are neighbors actually, and in one hilly region where we see lots of purges, I’ll find my thralls slowly winding up further and further down the hill where they’ve run out to engage attackers but then never return home — even across the daily server restarts.
The spot where I’m familiar with his thralls not returning home also has a fairly steep slant, although in both cases it’s still walkable without the need to climb…