Whether it’s a big deal or not, it’s the same problem and every bit of information helps developers solve the problem
sure, but just to clarify diiference beetween following thralls and thralls moving guard position by themself, which they should never do, or itsmeans they have recover their liberty and there is no more slaves in conan lol. lost 6 thralls with very rare weapons and best gear eldarium , well not really lost they are still here, they just sunken deep.
your original post is also about thralls sinking into foundations. If you want to split it up, you should create two bug reports.
Thank you for all the provided information, this is indeed an older issue that we’ve finally managed to reproduce internally and are looking into fixing it as soon as possible.
thanks you hugo, I was very worried it will be hard to reproduce as it seemed so random. crossing fingers to have the fix soon.
Speaking from personal experience. As a dev (or mod author in my case) you hate bugs. But what you REALLY hate? Consistent bug reports of an issue that can’t be reproduced.
Best feeling of relief besides fixing said bug? REPRODUCING THE FRACKEN THING.
so my thralls actually always come back, but most of the time not exactly to the old position. this has to do with the offset of 50 that is built into the home location check. this check reports “at home” even if the thrall is still some units away from the real home location. probably a small concession to the resources needed for path finding
We may have some requirements for such rescue. For example, Thrall within a maximum distance of 10-20 meters from a player.
Yes, can happen with following thralls to.
But it’s especially problematic with thralls guarding a base. Some will never move, will others still will go down.
Have actually an archer on Siptah, placed on ceiling, on balcony on first floor. No way, when i cam back, he’s outside my base on ground.
Had also one bear missing again today, but in SP, so i could catch him up way down the map, in the water. An other undermesher.
Ceilings and foundations helps bit with that, but not fully, some will move where ever they placed. They only exception i found so far are treeplateforms.
Thrall archers backing themselves off the battlements are getting old, too.
“Oh, look! A mob approaches!”
- readies bow and proceeds to back away -
- falls behind wall -
“Whew, that was close! I almost had to shoot something!”
Don’t forget to set them to “Stand and Defend”:
https://forums.funcom.com/t/invoking-convergence/162570/33
had 3 stray off today…stand and defend, blah blah…found 2…one was stuck undermesh, did a rescue on him…he is in the exact same spot as he was, now just with no clothes equipment. something got bugged no idea what…the jumping off things and chasing was annoying…and still is.
Sadly, the only thralls that actually seem to stand and defend are those that wedge themselves into doorways and refuse to budge afterwards.
meh.
Had an archer on a wall turn around to attack some purge creatures (rocknose) that slipped past and then ignore the rot branch in the next phase until it literally smacked him off the wall. brilliant.
So, yeah. I’ve been using ‘stand and defend’ on the archers. Sometimes it works.
Those options are exclusive, meaning you can only pick one. If you pick anything other than Stand and Defend after also choosing Stand and Defend, say by then choosing Ranged, it overwrites the choice and they will no longer Stand and Defend. I’m not certain if this has any bearing on the status, but I also always put Chase Distance to the minimum (5), Attack all Enemies, and I set the engagement range to maximum (50). These are for archers at my base. I’ve had no issues with them falling off or moving. I did have a melee guy teleport up to them once and knock one off but they won’t move by themselves.
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