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Considerably raise Locomotor WaitAverage and WaitSpread #15129
This considerably reduces frequency of repathing attempts when blocked by other moving actors, without too much of an impact on in-game repathing speed, since most of the time the blocking actor doesn't move out of the way that fast anyway. In other words, this should reduce the percentage and number of failed re-attempts to enter a cell on the path quite a bit.
On my system, this cuts the number of Move entries in perf.log by more than half on RA shellmap.
No update rule, because I expect any modder who already uses custom values to either a) already use similarly large values, or b) at least read the changelog of each release/playtest.
pchote left a comment
This is only used in the case where a unit is blocked, so this shouldn't regress anything too obvious. I expect and hope that players will complain during the playtests if this does hurt gameplay in practice.
Lets give it a try
@pchote #3288 is still an issue, but it's caused by the internal