I have two encounters running at the same time and they path perfectly in the Foundry edit mode. But in the published version, the second encounter never moves beyond the initial patrol point. I've moved the second encounter around, and even deleted it at one point. Just to see if it would reset the info after I recreated the second encounter group. The old patrol points automatically popped up when I placed the new version of that encounter on the map so I wonder if I need to completely delete everything associated to that encounter and start over.
Or is this some bug, perhaps?
If you wish to test it for yourself: it's quest NW-DF66TLIAM
It'll be the final scenario (don't worry, the whole quest is less than 15 minutes, though the second scenario can be difficult).
NW-DF66TLIAM = MOB for a day
NW-DFOEHE955 = Woeful Cave (in production but testable)
Pathing on live is different from foundry as you found out. Are the encounters in water deeper than ankle depth? If so there is a bug with encounters not moving correctly while in water. Make sure there are no rises in elevation along the patrol path to include going over small rubble/trash piles. Its best to use a totally flat path for patrolling encounters.
I would delete all patrol points when deleting the encounter, save the quest after doing so then place the new encounter and save again before placing the new patrol points.
Removing the Grey Mask NW-DJ56XFK6G My first installment in the Rise of Shadovar Campaign.
I didn't know about the water/rubble pathing issue, however this encounter is on a level area with no obstructions. I will totally erase the patrol points this time around and see if that does it (crosses fingers and toes).
NW-DF66TLIAM = MOB for a day
NW-DFOEHE955 = Woeful Cave (in production but testable)
Yep. Just be happy you found it now instead of near the end when, depending on your map, it may have been virtually impossible to fix My first quest is stuck with a string of rather listless encounters near the start that were really cool when patrolling worked in the foundry. Unfortunately by the time I realised this was even an issue, fixing the terrain/pathing in this area became a task with so many knock on effects it would culminate in something just short of a complete rebuild of my map.
Yeah, nothing seems to affect a change. I even deleted the entire encounter and rebuilt it. Now I did have both encounters running side-by-side in the story mode, so I figured that perhaps the game was just reading the first encounter and glossing over the pathing info of the second. I moved the second encounter to spawn after the first encounter had completed (been killed by the player) and it still won't freaking move.
Again, everything works perfectly in the editor. I'm at a loss as to how to get this second encounter to walk a simple unimpeded pathway, while the first encounter has no trouble navigating it.
NW-DF66TLIAM = MOB for a day
NW-DFOEHE955 = Woeful Cave (in production but testable)
Comments
I would delete all patrol points when deleting the encounter, save the quest after doing so then place the new encounter and save again before placing the new patrol points.
NW-DJ56XFK6G
My first installment in the Rise of Shadovar Campaign.
NW-DFOEHE955 = Woeful Cave (in production but testable)
So, uh...yeah. I'm not bitter or anything
Again, everything works perfectly in the editor. I'm at a loss as to how to get this second encounter to walk a simple unimpeded pathway, while the first encounter has no trouble navigating it.
NW-DFOEHE955 = Woeful Cave (in production but testable)