Walking is Easy, Stopping, Not So Much

Our friendly beta tester canadianbacon discovered an anti-tell1 with the way NPCs vs the Spy stopped walking when they reached their destination. This allowed him to lowlight most of the party over time, which turns out to be a pretty good way to find the Spy.

Here is the story of me trying understand and fix it:

Here is a quick (144 seconds) excerpt of a super long (4 hours, 49 minutes, 43 seconds, or 17383 seconds) debugging stream I did for fixing more pathing bugs. Well, it started as a single bug, then kind of multiplied:

  1. something only the NPCs do, so you can lowlight for it with confidence []

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