Jump to content

Additional Brightshade Gestalts can spawn per wave depending on how many players are close to the rift


hoxi
  • Fixed

Normally, the max amount of gestalts or plants spawned per wave is hard-coded to 3, but due to a missing break statement in the function below, each extra player that is near the lunar rift results in an additional gestalt spawning.

local function releasethrall(world, target)
    local self = TheWorld.components.lunarthrall_plantspawner
    local rift = self.currentrift and self.currentrift:IsValid() and self.currentrift or nil

    if rift then
        local spawnfromrift = false
        for i, player in ipairs(AllPlayers)do
            if rift:GetDistanceSqToInst(player) < SCREEN_DIST_SQ then
                --SPAWN THRALL FROM RIFT
                self:SpawnGestalt(target, rift)
                spawnfromrift = true

                --break IS MISSING HERE
            end
        end

        if not spawnfromrift then
            --FIND TARGET on or offscreen?
            self:InvadeTarget(target)
        end
    end
end

This can result in an abnormal number of gestalts to spawn, which will then result in potentially overcrowding of brightshades even close to each other, especially with transplanted plants close to each other.

Example: 6 players and 3 gestalt spawns results in a total of 18 gestalts, which results in 18 brightshades. As shown in the attached images.

Brightshade Gestalt spam due to nearby player count.png

Brightshade overcrowding.png


Steps to Reproduce
  1. Have more than one player near a lunar rift. Make sure it's within view distance. Spawning player entities through the console counts, just make sure they're close.
  2. Wait for it to spawn a wave of brightshade gestalts. You can use LongUpdate or skip cycles or so through the console.
  3. Observe the unnatural amount of gestalts that can spawn compared to 1 player or while there's no player near the rift.
  • Thanks 1



User Feedback


A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.


Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×
  • Create New...