Closed MagLjudik closed 1 year ago
The issue still occurs in 0.17.900
@FullFrontalFrog By experimental way, I found out that this AI behavior can be triggered by pausing the game during the specific moment where enemy attempts to grab Joe (at the very start of animation) or the very moment he succeeded at it. Tested to affect most enemies. I have tried to pause during other animations as well, and sometimes it triggers this behavior as well. For some reason, O'deerie is not affected by this bug.
So basically, you don't need to spam it or go to settings like it was previously reported - you just need to pause during specific moments.
Goliath, Blowey and O'Deere don't move around except through grab attacks, so if this bug doesn't affect them, the bug may be related to the movement code. I'm currently investigating.
I was able to replicate this bug and engineer a fix. The problem was simply that the AI was not checking if the game was paused and would continue to execute commands, leading to a broken state. All of the pertinent asynchronous methods in the base enemy AI class now hold in place while the time thread is paused. A fix is ready for version 0.19.100!
I forgot to test this last time, but the issue is indeed gone in pre-release build as I post this.
Oh So Hero! v. 0.16.200
Summary
OSH Discord member Jon-Nobo discovered a following bug: After they paused the game, all enemies on screen started to act weird and just idle, not reacting on Joe. I investigated the issue and can confirm it is present in the current build. While I did spam the pause button to confirm the issue, this might occur after a single pause at a certain moment, that breaks the AI behavior of all enemies that noticed Joe's presence at that moment.
This bug seems to affect all the enemies except Goliath, Blowey and O'Deerie, who keep on attacking Joe.
Consequences
Enemies don't react on Joe's presence, attacks etc. and can be easily beaten, swooned or skipped. They either don't move or move slightly, but always turn towards direction Joe's at. Only affects enemies that were actively targeting Joe, so idling enemies/ones outside the screen are not affected by this.
Steps to recreate
Result expected: No behavior changes. Result achieved: Enemies are helpless!
Examples
Jon-Nobo's footage My footages: Here and Here
Configuration and system information
Was not provided by original reporter