Pathing / targeting bug?

No problem! Just wasn’t sure of the state :). Wasn’t even my game and didn’t affect the outcome so no worries. Take it nice and easy, be happy :slight_smile:.

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I think that I ran into another unit pathing bug, but my understanding of pathing isn’t great, so I could be wrong, and this issue could have already been brought up. It didn’t affected the outcome of the game, so I don’t really care, but I thought that C1 might want to know.

The match is: https://terminal.c1games.com/watch/772799

At round 14 (and possibly more, but I won’t find and make illustrations for all of them), my EMPs took a strange longer, straight path, when I had thought that they tried to achieve diagonal, shorter paths. Here is my illustration of the issue (please don’t laugh at my sad paint skills). The red path is my expectation of the path, and the blue path is what actually happened (even with firewalls being destroyed). Pink/purple is where the EMPs did what I expected.

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Thanks Tim. Looking into it this week.

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Just another example: https://terminal.c1games.com/watch/910215 in rounds 37, 38, 41 & 42 my units choose to go directly right once past the enemy’s defences rather than zig-zagging to the edge.

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Pathing bug looks to be back again.
https://terminal.c1games.com/watch/928546
Turn 19, pings took a long way around to score rather than choosing the more direct route.
Turns 21 and 23 have the pings go vertically down once exiting maze, rather than zig-zag.

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I think another here: https://terminal.c1games.com/watch/929394 in frames 4634-4639 (couple episodes in the game like this).
3 Scramblers should breach blue’s top left corner (0, 13), instead they detonate going straight down (1, 12).

Edit:
I agree with @Aeldrexan, this is not a bug. All happens as intended.

@Janis to me there was no bug in your game, at least not at the frame you mentioned: those scramblers came from the top left side, so their destination side was the bottom right one. Since they could not reach it, they exploded the deepest they could the go in their opponent side, the closest possible to their target edge.

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Indeed, I rest my case

Quick update on this:
This issue has been known for a over a week. We put out a pretty big update last week, so we were spread thin, and I was trying to squeeze out time for the C1Ryan challange. In lue of playing Pathing bug whack-a-mole, I have plans for a much more robust testing system that i’m going to try to get rolling next week or possibly the one after depending on what high priority items I have on my plate.

The currently existing bug seems to happen in fewer than 10% of games, and even then only once or twice in such a game, so getting a quick band-aid on it is a lower priority than a long term sustainable solution for pathing bugs. Thanks for your patience everyone.

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Hm, another bug, working against me from round 15 to 27 (I’d say it changed the outcome of this game)
https://terminal.c1games.com/watch/1078793
A shorter path to the edge is created, but my units choose the long way round regardless

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Hey @AlexM ,

I actually had a fix for this ready that I thought was deployed last week, but I looked into it after seeing this and looking into it it seems to have been left out. I’ll have the fix on prod today or tommorow

Edit: I can confirm that this was deployed and the BYOB competition was run with the most recent engine changes.

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