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*WARNING* HUGE bug in Burial Chamber map logic

demonviper

Active Member
Joined
Apr 8, 2014
Messages
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@ExVault @pushedx

At the moment the bot will at least 10% of the time back track and think that the door in the dividing area, it already came through is the final door in Burial Chambers. Causing half the map AND the boss to be lost.

I have watched the bot and it seems to do this mostly on Burial Chamber maps that have a thinner bridge area in the central area the bot seems to loop around and go out the way it came in.

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Last edited:
Moved to Support.

Areas are procedurally generated, and in those generations, oddities can happen on multilevel areas that make it nearly impossible to write general logic to handle the areas nicely.

Basically, if the bot has an issue with a tileset, it's best to just not run it on that tileset, because there's no way to code perfect logic for the things that can happen in this game. I'll ask ExVault to check that issue out, but if it's happening about 10% of the time, then it's clear those are the minority tileset variations generated that can generate where the logic can possibly miss something.

In other words, there's an almost infinite amount of map layouts generated per area (~4bln) and the "template" for that generate can change at any time as GGG tweaks things to fix map generation issues, which means it's impossible to have perfect logic for any tileset because of how the game works.

It's unfortunate, but just how the game is. You have to ask yourself is it worth taking the time to do maps by hand so you can always be sure you get 100% of the potential loot, or would you rather just take what you can get by botting and use that time for other things.
 
oh for sure not talking trash at all I just wanted to put out a psa and let you guys know. I actually found a workaround if i dont use the alcor player mover it doesnt seem to backtrack as much so I just have the bot running at this point. which is fine. slightly slower (4 min clears) but at least it is at like 99%+ running it correctly now. If there is no fix i just wont run it with blink arrow and it should be almost perfect
 
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