Open SalTheThief opened 6 months ago
Played today and it happened again. There was a wisp at bottom of the map which soft-locked us on Wave 1. Thankfully, I was merc and was able to go down there and kill it. However, we got soft-locked again on like Wave 6 and there was no enemy at the bottom of the map. I think this mod needs to address mobs stuck in hard to reach or impossible locations.
Technically, the mod does have softlock failsafes (multiple, in fact: regular RoR2 killzones, a custom slowly shrinking enemy instakill sphere, force-ending a wave after 10 minutes). I still have no clue as to why enemies sometimes do that, it's a really weird bug :(
Until a definite fix is found, I recommend having DebugToolkit installed, and using kill_all
console command in case a wave gets softlocked.
Thanks for the reply! A good suggestion and it's helpful to know about the 10 minute time limit. My friend and I were thinking maybe we should try going in with Ceremonial Dagger/Disposable Missile Launcher to see if we can have the projectiles auto-kill/lead us to where the enemies are getting stuck, but the console command seems more thorough.
Love the mods, btw!
On Wed, Mar 13, 2024, 2:06 AM TheMysticSword @.***> wrote:
Technically, the mod does have softlock failsafes (multiple, in fact: regular RoR2 killzones, a custom slowly shrinking enemy instakill sphere, force-ending a wave after 10 minutes). I still have no clue as to why enemies sometimes do that, it's a really weird bug :(
Until a definite fix is found, I recommend having DebugToolkit installed, and using kill_all console command in case a wave gets softlocked.
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Was trying out the mod for the first time with a friend and got stuck on Wave 3 of the new final(?) zone. We couldn't seem to find the last enemy, whatever it was. Here's my logs from when we entered: