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A character with high speed can cause gaps in map memory to appear using overmap auto-travel. This can be most easily seen with a character at full health, and the "Quick" and "Fleet-footed" traits. This results in the player kind of skipping/teleporting forward. This is most easily seen at night for obvious reasons. A character with a larger sight range will also not be as affected by this bug. As such, the save file character has the fast traits and 2-tile square sight range to make this bug obvious to see.
A player with 3-tile sight range can still see this issue, but its less obvious. The first picture in the bottom-left shows my character going north, and it skipped memorizing 2 tiles halfway through the walk.
A character that is slow will not have this issue since there are more opportunities to record the players surroundings before they actually move forward.
Edit: my character is grabbing a trash can when the game loads, the trash can doesn't affect this bug, and can be let go for testing.
Ah, very old known issue. I like that we prioritized performance over this edge case though. Unless someone has a well-performing idea for a fix, I'm all for just closing these issues as "wontfix" or "not planned". I'll leave it to whoever wants to tag the issue.
Describe the bug
A character with high speed can cause gaps in map memory to appear using overmap auto-travel. This can be most easily seen with a character at full health, and the "Quick" and "Fleet-footed" traits. This results in the player kind of skipping/teleporting forward. This is most easily seen at night for obvious reasons. A character with a larger sight range will also not be as affected by this bug. As such, the save file character has the fast traits and 2-tile square sight range to make this bug obvious to see.
A player with 3-tile sight range can still see this issue, but its less obvious. The first picture in the bottom-left shows my character going north, and it skipped memorizing 2 tiles halfway through the walk.
A character that is slow will not have this issue since there are more opportunities to record the players surroundings before they actually move forward.
Edit: my character is grabbing a trash can when the game loads, the trash can doesn't affect this bug, and can be let go for testing.
Attach save file
beepbeepbeep-trimmed.tar.gz
Steps to reproduce
Expected behavior
I expect every movement of the player to be modelled and update the map memory properly such that there are no gaps.
Screenshots
Before the save file:
After loading save file and using overmap auto-move to move north 2 overmap tiles:
Versions and configuration
Dark Days Ahead [dda],
Disable NPC Needs [no_npc_food],
Portal Storms Ignore NPCs [personal_portal_storms],
Slowdown Fungal Growth [no_fungal_growth]
]
Additional context
No response
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