Bug with Tyreese debuff zone

LoneWanderer360
LoneWanderer360 Member Posts: 648 ✭✭✭✭✭
The debuff zone seems to allow to walkers to occupy the same space. I have a video but it's too big to post.
BenjaminTMichelWarsRiotZappa

Comments

  • zbot
    zbot Member, OW Moderator, NML Legendary Moderator Posts: 7,695 ✭✭✭✭✭
    Are you using the Morningstar? If so it’s probably a visual glitch with the push mechanic, restart the game when it happens and it will fix it
  • Noiserating
    Noiserating Member Posts: 194 ✭✭✭✭
    we won't restart the game each time we attack with morning star with Tyreese, Morning star is the BEST weapon so it's always equipped on him... 
    It needs to be fixed
    zbot said:
    Are you using the Morningstar? If so it’s probably a visual glitch with the push mechanic, restart the game when it happens and it will fix it

    MichelWarsRiotZappas7eyeW8
  • BenjaminT
    BenjaminT Member Posts: 639 ✭✭✭✭
    zbot said:
    Are you using the Morningstar? If so it’s probably a visual glitch with the push mechanic, restart the game when it happens and it will fix it
    I think it’s much more than the usual push mechanic visual glitch. A few of us have been submitting video clips for a while of what happens so hopefully a solution is already in the making. Walkers will pile up on a single tile without the use of push weapons. 

    It seems like walkers outside the circle can’t ‘see’ it until they step into it, and then they’re stopped immediately as soon as they’re in it. So if a walker plans a 2 step move onto an unoccupied tile it will pass through an occupied tile to get there. But as soon as it steps into the circle it becomes unable to take the second step. The most walkers I’ve managed to pile up on a single tile so far is 6.

    If walkers were able to ‘see’ the circle before entering it then they wouldn’t attempt to step through an occupied tile and get stuck there. Much like how a crippled walker won’t attempt to pass through an occupied tile as it already knows it can only move one space. Walkers entering the circle can’t seem to anticipate they’ll only be able to move one step before they set off 


  • BenjaminT
    BenjaminT Member Posts: 639 ✭✭✭✭
    https://youtu.be/cpojXj-4d5s

    Here’s a video demo. No push weapons in the mission 
  • BenjaminT
    BenjaminT Member Posts: 639 ✭✭✭✭
    https://youtu.be/oB6EwNzjABQ

    This is the other, but less frequent, issue with the circle. Sometimes a walker will take two steps. But I have no idea why this occasionally happens. I can’t detect a pattern, other than I’ve only noticed it happening when taking 2 steps will allow the walker to attack. I’m much less sure if this bit but I think this only happens when the walker has a clear path to its target 
  • Lexia
    Lexia Member Posts: 1,179 ✭✭✭✭✭
    Thank you @BenjaminT

    So far it hasn't been an easy issue to reproduce, but I've now shared the additional information with the team that you wrote here
    BenjaminTATLAS-Z
  • TembelOne
    TembelOne Member Posts: 18
    edited November 2022
    heres one more link, and even with MS, its definetly not a visual glitch.
    https://streamable.com/otkk5s

    how hard can it be a developer team to reproduce the issue? just use tyreese, use his charge attack, play some maps, there is no way u cant encounteer it. it almost happens every map.

    when u let any of ur team members with a push weapon to use an overwatch attack to a walker in a tyreese LT circle, and if there is another walker behind, they are definetly, everytime will stack on the same space.  

    to ur dev teams attention @Lexia
    -----
    Running around aimlessly
  • TembelOne
    TembelOne Member Posts: 18
    https://streamable.com/s51l7a

    watch bottom right of the circle tell me how many walkers occupying the same space?
    -----
    Running around aimlessly
  • BenjaminT
    BenjaminT Member Posts: 639 ✭✭✭✭
    edited November 2022
    @Hi @lexia

    Thanks for response. I just read through my previous messages and thought maybe I’d left another bit of info not very well explained. 

    The pileups only seem to occur if there’s an unoccupied tile within a 2 step move to move to. If an ordinary move (without debuff circle present) isn’t available then walkers will behave as they normally would and attempt to either go round or wait in line. Just wondered if that might be the cause of it being difficult to reproduce?
  • Lexia
    Lexia Member Posts: 1,179 ✭✭✭✭✭
    Thank you @TembelOne and @BenjaminT for the additional information. Have shared this with the team as well :smile:
  • ZXer
    ZXer Member Posts: 269 ✭✭✭
    Lexia said:
    Thank you @BenjaminT

    So far it hasn't been an easy issue to reproduce, but I've now shared the additional information with the team that you wrote here
    It should be quite easy to reproduce. Here’s some mechanics:

    1. When a walker enter a buff it will stop after 1 movement point.

    HOWEVER

    Bug 1.1 = when a walker enter a buff and can exit that buff, it will walk 2 movement points

    Bug 1.2 = when a walker enter a buff and can enter an overlapping buff despite not exiting the buff, it will walk 2 movement points

    2. When a walker enter a buff through another walker, it can move again as if the other walker overrides the buff

    3. When a walker enter a buff and is going to be overwatched or pretaliated, it will move again

    4. Pile up happens when any of bug conditions above (1.1 or 1.2 or 2 or 3) is satisfied and its target tile is occupied

     @zbot is somewhat wrong about this being a visual glitch

    4.1 Player can normally expose visual glitch by running cursor around, and will find the exact location of the walker affected by visual glitch. In this case, you cannot, because the walker is in fact piled up.

    4.2 HOWEVER if you restart the game, the walker will be moved to where it would have moved if were not interrupted or pushed (therefore resolving the pile up).

    4.3 NEVERTHELESS the "correct" location would have been the pile up location as the walker should not have been able to spend a 2nd movement point to begin with. Of course this is not exactly "correct" because the walker should not have been able to pile up into that location in the first place (should have checked that there is the Tyrese buff is occupied - you cannot move there because you only have 1 movement point

    5. Once walker enters a buff , it can attack against hard corner. This is also true when the walker enter a buff then exit again


    Member of MavsOG
    Lexia
  • Axe
    Axe Member Posts: 19
    edited December 2022
    He notado que los caminantes que entran en un círculo Tyreese se superponen a otro caminante que estaba en esa posición, quedando 2 en el mismo lugar

  • Axe
    Axe Member Posts: 19
    edited December 2022
    I have also seen walkers who take 2 steps ignoring Tyreese's circle
    RiotZappa
  • ZXer
    ZXer Member Posts: 269 ✭✭✭
    Tyrese's Bug Mechanics AFAIK are related to 3 problems:

    1. A second movement point is 100% allowed when survivor can enter a buff with 1 movement point then exit again immediately using a 2nd movement point. This includes the case when there are 2 overlapping or intersecting circles

     1.1. This mostly happens when a walker only needs to pass through a circle's "corner" by making 1 or 2 diagonal moves to get to you. Usually, when the walker enters a circle, it will stop after entering the circle. However, when it enters the circle then calculates its next target tile is outside the circle, it will spend its 2nd movement point.

     1.2. Strangely enough, it also happens when there are 2 overlapping or intersecting circles. If a walker makes straight / non-diagonal movement into a circle, usually that means it will stop inside that circle because its 2nd movement point would put it inside the same circle. But when there are overlapping or intersecting circles, it somehow thinks it will leave that circle because the next tile belongs to that 2nd circle.


    2. A second movement point is 100% allowed when the first movement point goes through another stationary walker (stunned / rooted / wandering or otherwise stationary)


    3. A second movement point is sometimes (usually?) allowed when a walker inside the buff is targeted by overwatch or pretaliate after making 1 movement point.


    And then there are 2 other related bugs:

    4. The "pile up" problem, where multiple walkers can occupy the same spot. This happens when any conditions 1 or 2 or 3 above is satisfied, but then the route is occupied. Of course this is the wrong final location target in the first place, because the walker knows that it should make a stop after spending 1 movement point.

     4.1. This is not a visual glitch, like those caused by push weapons. Visual glitch can be exposed by running cursor locator around.

     4.2. If you restart the game, the walker will be placed in the correct final target location tile. This tile might be next to your survivor.

     4.3. If you do not restart the game, there could be multiple walkers in the pile-up location; some might be only barely visible or not at all. If you attack that spot with a push weapon, only one walker will be pushed.


     5. Once walker enters a buff , it can attack against hard corner. This is also true when the walker enter a buff then exit again.
    Member of MavsOG
    ShadowWalkerStalker20
  • Killdozer187_
    Killdozer187_ Member Posts: 920 ✭✭✭✭✭
    The level 54 is where the level 53 was 
  • ghost_pepper
    ghost_pepper Member Posts: 1,188 ✭✭✭✭✭
    I finally started playing Tyrese. Walkers will move through overlapping circles with 2 movements instead of how the LT describes they should move only 1. This is especially problematic with angles and corners of the circles. 

    Watching casually other players complain about "the new thing" and wait untill the bugs are worked out has become my new method. It aligns well with my general apathy for NML. But experiencing all the same issues and bugs and frustrations that they experience BEFORE it's been fixed... garbage.

    This is just garbage. Broken LT for star hero. Garbage. Crafting impossibilities. Garbage. Just garbage.

    Merry happy holidays. Here's a grenade now stfu ghost pepper.
  • MichelWars
    MichelWars Member Posts: 92 ✭✭✭
    This challenge is being a pain with this Tyresse bug, I spent many tools in vain in stages that I failed for not seeing the zombies hidden in the same spaces as stunned zombies, consequently I spent a lot of gold to redo these stages, unfortunately I did not have time to keep recording but I failed more than 10x because of that. It would be interesting if NG sent compensation to everyone without the need to open individual tickets because even knowing the bugs caused by Tyresse still placed him as a Star Hero.
  • Xibanga
    Xibanga Member Posts: 2
    edited December 2022
    Hi Lexia,
    The Tyresse buff circle is not working well, walkers outside the circle can move two squares when they pass throught the circle. :(
    RiotZappaMichelWars
  • m4s
    m4s Member Posts: 681 ✭✭✭✭✭
    edited December 2022
    What would you call him?


    The Expendables - Polska gildia
  • Sg_Death
    Sg_Death Member Posts: 142 ✭✭✭
    edited December 2022
    I contacted support about the bug, but I'm done with that, useless response, 

    Elder : Dead Stalkers
  • ATLAS-Z
    ATLAS-Z Member Posts: 6,692 ✭✭✭✭✭
    Man I think this thread is bugged, it won't go away and Mark as read


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  • BenjaminT
    BenjaminT Member Posts: 639 ✭✭✭✭
    This is the Inception of bugs