RavienGaming / Reforged-Eden-2

Reforged Eden 2 bug reporting
https://steamcommunity.com/sharedfiles/filedetails/?id=3143225812
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Tovera will glitch out and STOP moving after the fight has started and it was already moving. #260

Open michael-harris opened 3 months ago

michael-harris commented 3 months ago

Reforged Eden 2 Build Number

19

Game mode

Survival, Dedicated Server

Tested in vanilla

Not tested in vanilla or not applicable

Description of issue

This could be a vanilla bug related to the follow distance, but I am not sure. I have seen the issue where Patrol Vessels sometimes do not move as outlined here: https://github.com/RavienGaming/Reforged-Eden-2/issues/12

This is different though. In my experience the issue outlined in issue 12 is that sometimes OPVs do not move INITIALLY after you enter a playfield. This is often fixed by warping out and back in. However, the state of the ship at the start of the encounter is static unless action is taken. I have never seen a ship be moving and then stop moving unless it was disabled.

The issue I am seeing is that after starting combat with the OPV actively moving and doing what it's supposed to, it will often (30% of the time or so) STOP moving. This only seems to happen if you leave render or warp away and come back. So instead of being static at the start, it's active and moving at the start and then switches to a static state and never switches back regardless of what you try for known workarounds with Issues 12.

My suspicion is that the OPV follow range actually works like "I will do everything I can to avoid being more than the range set for me from my point of origin". One reason I suspect the mechanic works this way is that I have done 10 or so tovera combat sites and my warp sled (mini carrier) is never more than 3km away from me than it was when the fight started. This seems to indicate the combat is taking place in a 3km bubble around the spawn point. I have also noticed the ship will turn and spin far more than other ships (not in a glitchy way, in a normal way) as if it is actively doing everything it can to stay inside that bubble.

If that is in fact the case, I think what might be happening is that the OPV accidentally gets outside of its pre-determined bubble of space it is supposed to stay in and is unable to get back inside it's bubble before the player leaves render distance. The ship then glitches out and doesn't know what to do because it isn't supposed to follow past 3km but it is already past 3km so it just stays still. One reason I believe this to be true is that all the thrusters on the OPV are powered on (verified via P menu) and the ship power is active. It will still shoot just not move. Turning the OPVs power or thrusters on or off does not cause it to resume moving like it does with other OPVs normally.

This is largely speculative, but it seems like the most plausible explanation for the the issue.

Error code from console or log (Optional)

No response

POI Name

Tovera-Class Dreadnaught

Playfield Name

No response

Playfield Class

Tovera Class 5 combat site

Star Name

No response

Star Class

K

Mission Name

No response

Mission Objective

No response

Game Seed

No response

RavienGaming commented 3 months ago

I have increased the pursuit distance for this combat site for the next update, but it's unlikely this will help at all.

This is likely a game bug and will need to be reproduced and reported using a vanilla save game. When reproducing a game bug in a vanilla save, make sure you are using the same mode (singleplayer/co-op/dedicated multiplayer, survival/creative) as what you were using when the issue happened in the scenario. To see a list of known game bugs or to report a new one please see: https://empyriononline.com/forums/bugs.24/

michael-harris commented 3 months ago

FWIW I was not necessarily advocating for change on your part. Honestly it's kind of a cool mechanic in a way. It makes the movement of the ship a lot less generic and expected. Also, when the ship DOES get disabled unintentionally, static targets tend to do MORE damage they do moving. I am assuming this is because it's easier for the turrets to track without having to take their own movement into account. I was mostly trying to see if my speculation could be correct.

I would have to dig through the vanilla configs to find something with a pursuit range in to attempt to reproduce it, but I am willing to do it. Do you know the field name that is set on the OPV to enable this behavior so I can search the vanilla configs for a good test case?

RavienGaming commented 3 months ago

The default Space Orbit playfield has all the patrol vessels with a 4000 pursuit range, but it's also possible this bug only shows up for ships in a non-orbit space sector (like say an asteroid field).