Author Topic: Respawning Muties  (Read 3265 times)

UnLimiTeD

  • Tchortist
  • ****
  • Posts: 489
  • Karma: +27/-1
    • View Profile
Respawning Muties
« on: June 28, 2014, 09:08:11 pm »
Went back to the first Junkyard Area after the Scrapper Gate, because I didn't actually get any further. Bunch of Mobs there again, which I totally didn't expect, and got into a bad situation.
Reload.
Empty map. Next area, mutants. Shot a few times, had to retreat.
Muties again.
Reload, empty map. I'm sensing a system here.^^
First person to give Styg Karma.

I hereby declare that I love the oddity system and am in favour of shop and carry limits.

Mac Orion

  • Developer
  • Scavenger
  • *****
  • Posts: 150
  • Karma: +35/-0
    • View Profile
Re: Respawning Muties
« Reply #1 on: June 29, 2014, 12:15:41 am »
wait, after some time or right after leaving the area and coming back?

Most enemies have respawn timer (not all).
« Last Edit: June 29, 2014, 12:29:59 am by Mac Orion »

UnLimiTeD

  • Tchortist
  • ****
  • Posts: 489
  • Karma: +27/-1
    • View Profile
Re: Respawning Muties
« Reply #2 on: June 29, 2014, 10:13:26 am »
I'm not exactly sure, I was on Desktop for a significant time while the game was running.
However, the remaining caltrops where still around, as where the loot packets, I don't know if I could have looted the same stuff again. I've seen it repeatedly enough that I'd say the timer is a bit short, though, if it's that-

It is notable however that reloading the level-switch autosave would mean there's no enemies.

Enter map, damn enemies, reload, nothing there.
I haven't tried the reloading trick on a fresh map.
First person to give Styg Karma.

I hereby declare that I love the oddity system and am in favour of shop and carry limits.

Elhazzared

  • Tchortist
  • ****
  • Posts: 491
  • Karma: +7/-20
    • View Profile
Re: Respawning Muties
« Reply #3 on: June 29, 2014, 02:31:37 pm »
It is possible that the save game is somewhat close to the respawn time. Have you tried reloading, giving it a couple minutes and then go in?

UnLimiTeD

  • Tchortist
  • ****
  • Posts: 489
  • Karma: +27/-1
    • View Profile
Re: Respawning Muties
« Reply #4 on: June 29, 2014, 03:11:02 pm »
I'll try that with my next character to go there.
First person to give Styg Karma.

I hereby declare that I love the oddity system and am in favour of shop and carry limits.

UnLimiTeD

  • Tchortist
  • ****
  • Posts: 489
  • Karma: +27/-1
    • View Profile
Re: Respawning Muties
« Reply #5 on: June 29, 2014, 08:45:33 pm »
Yes, that is exactly the case.
Only works on already dead enemies, and I haven't yet seen the same behaviour on live enemies.
I suspect it checks for respawns upon entering, but saves before and loads after that step, if that makes any sense.?
First person to give Styg Karma.

I hereby declare that I love the oddity system and am in favour of shop and carry limits.

Styg

  • Administrator
  • Godman
  • *****
  • Posts: 2406
  • Karma: +513/-31
    • View Profile
Re: Respawning Muties
« Reply #6 on: August 22, 2014, 12:10:19 pm »
I don't think this has anything to do with the respawning mechanics, but is caused by memory issues instead. Parts of the dynamic layer of the map might no be loading because of the memory piling up like it sometimes happens with transitions.

epeli, can you actually reproduce the bug by following the steps you described below at will?

UnLimiTeD

  • Tchortist
  • ****
  • Posts: 489
  • Karma: +27/-1
    • View Profile
Re: Respawning Muties
« Reply #7 on: August 23, 2014, 12:57:21 am »
That's the same reason why at some point it will always fail map transitions until restart?
Well, then I guess it's a good warning system.
First person to give Styg Karma.

I hereby declare that I love the oddity system and am in favour of shop and carry limits.