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When you kill a zombie it stays on the compass till the next turn (i.e. you kill it, it doesn't disappear immediately, you have to spend AP for compass to refresh). If that coincides with the safemode reactivation, safemode will activate with warning of that zombie you've just killed. Yes, exactly that one. I just got this happening after clearing the very last zombie on a hotel roof.
Steps To Reproduce
Sadly, unreproducible via sharing saves - after loading a save, game correctly shows that there are no active monsters.
But, just try killing mobs and keeping an eye on the compass - they will be removed from NWSE part but not the actual "monster list/legend" part of it.
Expected behavior
Killed(again) zombies not triggering safemode. Dynamic compass reevaluation would be even better. I guess both of those are signs of an underlying problem with how monsters' states are currently processed, which had changed somewhere in late December as far as I can tell. Before that, if I killed a monster, it was instantly removed from a compass and its spirit never triggered a safemode.
Screenshots
Versions and configuration
OS: Windows 7
Game Version: 0.D-11075-gbcff7ae [64-bit]
Graphics Version: Tiles
Mods loaded: [
Dark Days Ahead [dda],
Disable NPC Needs [no_npc_food],
Modular Turrets [modular_turrets],
Salvaged Robots [Salvaged_Robots],
Alternative Map Key [alt_map_key],
sees-player icon, retrodays [sees_player_retro],
Stats Through Skills [StatsThroughSkills]
]
The text was updated successfully, but these errors were encountered:
Okay, it's even worse than that. To demonstrate:
1)make a character, preferably in refugee or next summer scenario(easy access to wall+door nearby)
2)stay near open door
3)debug spawn zombie somewhere on the other side of the door where you can see it, preferably >2 tiles away from you
4)check that safemode is on
5)skip a turn, try skipping another one and it will not let you because of a safemode - which didn't activate on 1st turn despite you seeing that zombie!
5)close the door, try skipping a turn - safemode won't let you do it because that zombie is still counted as... visible? maybe? even though you can't see it through the door. edit: it's still there on the compass legend but not on compass nor on the minimap, until you actually skip a turn - only then it will properly update.
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Describe the bug
When you kill a zombie it stays on the compass till the next turn (i.e. you kill it, it doesn't disappear immediately, you have to spend AP for compass to refresh). If that coincides with the safemode reactivation, safemode will activate with warning of that zombie you've just killed. Yes, exactly that one. I just got this happening after clearing the very last zombie on a hotel roof.
Steps To Reproduce
Sadly, unreproducible via sharing saves - after loading a save, game correctly shows that there are no active monsters.
But, just try killing mobs and keeping an eye on the compass - they will be removed from NWSE part but not the actual "monster list/legend" part of it.
Expected behavior
Killed(again) zombies not triggering safemode. Dynamic compass reevaluation would be even better. I guess both of those are signs of an underlying problem with how monsters' states are currently processed, which had changed somewhere in late December as far as I can tell. Before that, if I killed a monster, it was instantly removed from a compass and its spirit never triggered a safemode.
Screenshots
Versions and configuration
Dark Days Ahead [dda],
Disable NPC Needs [no_npc_food],
Modular Turrets [modular_turrets],
Salvaged Robots [Salvaged_Robots],
Alternative Map Key [alt_map_key],
sees-player icon, retrodays [sees_player_retro],
Stats Through Skills [StatsThroughSkills]
]
The text was updated successfully, but these errors were encountered: