Skip to content

Patch Notes Page 32

  • Upgraded Escort Duty navigation to match Captain nemesis route handling.
  • Escorts now use tighter navmesh corridor lookahead and boundary clearance so they corner more cleanly instead of cutting wide around chokepoints.
  • Escort unstuck recovery now retargets toward a real intermediate nav waypoint before falling back to a random offset, which reduces jitter and repeated wall-hugging on long routes.
  • Hard-stuck escorts now briefly phase their collision recovery while snapping back onto the navmesh, mirroring the stronger nemesis patrol escape behavior.
  • Fixed Captain nemesis intermission simulation without changing downtime pause behavior.
  • Intermission shops and boards still pause the world as before.
  • Captains now keep their movement/collision simulation alive between waves when no blocking enemies remain, so they continue patrolling once intermission is running instead of freezing until the next combat phase.
  • Fixed Captain nemesis wave-clear behavior.
  • Captains no longer stall wave advancement when they are the last enemy left alive in a wave.
  • Non-blocking Captain AI now keeps updating after the blocking enemy count reaches zero, so Captains can continue patrolling or escaping while the wave advances.
  • Tightened Captain nemesis patrol navigation.
  • Captains now follow patrol routes with a shorter navmesh corridor lookahead, which keeps them from cutting corners and oscillating through tight hallways.
  • Patrol stuck detection now also watches for real progress toward the active checkpoint instead of only raw movement distance.
  • Patroling Captains no longer use the random unstuck goal offsets that were making them jitter or “drunk walk” around SpawnArea routes.
  • Captain patrol pace now runs at full authored movement speed instead of feeling artificially damped.
  • Smoothed Captain nemesis patrol navigation.
  • Enemy stuck detection now scales its movement tolerance to actual per-tick travel instead of assuming anything under half a unit is stalled.
  • This reduces false stuck-repath triggers that were making Captains patrol slowly and jitter back and forth in corridors.
  • Reworked Captain patrol movement onto the shared enemy steering path.
  • Disengaged Captains now use the same navmesh, clamp, cornering, and corridor-steering stack as normal enemy movement instead of a separate lightweight patrol mover.
  • This fixes Captains idling in place between aggro windows and improves their ability to travel through tighter hallways and around corners while patrolling.
  • Fixed Captain nemesis patrol movement when disengaged.
  • Captains now fall back to a normalized direct route vector when nav pathing does not immediately return a usable direction, so they resume walking their patrol instead of idling in place until a Warden re-enters aggro range.
  • Patrol stuck tracking now treats any real patrol movement as motion, so local unstuck recovery can trigger correctly for stalled captains.
  • Fixed Captain nemesis route seeding.
  • Captains no longer count their spawn SpawnArea as a patrol checkpoint, so single-checkpoint routes no longer auto-complete the instant the nemesis appears.