Enemies are stuck in the top right corner, making run progression ~5x slower.
Details:
- 70 hour run, first noticed issue a few hours in
- Lasts hours at a time, fixes itself, and repeats at seemingly random intervals. Bugged >50% of the time
- Software: AutoSkip, WaveStreaming, WaveSurge, WaveVortex
- Modules: Attack Speed, Multishot, Divine Blessing, Advanced Splash, Granite Foundation, Bulwark, Knight's Boost of Power
- MT9, no buildings except workshop level 1, construction firm level 1, and hq level 1
Theory: Enemies pathfind via NavMesh and carve an area out around them while present on the NavMesh (to allow enemies to pathfind around eachother). If there's a clump of enemies on or near the enemy spawner, it could be carving out a large area of the NavMesh, causing future spawned enemies' pathfinding to break. Clump of enemies on spawner = enemy spawns on part of the nav mesh that's been carved out = it can't pathfind?
This is exaggerated by the burst/aoe/random nature of the blueprint, where kills rely on divine blessing and advanced splash triggering together, and destroying 80+ enemies at once.
Other important notes:
- All other reports are in the same map and location. It could be something with the mesh or spawner in that area, or even just the coordinate that enemies spawn on/pass over (some kind of NavMesh chunk error, coords rounding error, divide by 0 error, weird unity stuff?)
- Possibly discovered in previous dicsussions that enemies are trying to pathfind to (infinity, 0, 0) #infinity-phase message
