This doesn't mean that the hunt will be forced to be a Varg, this is only the case if the Possessed Varg doesn't count as defeated at the time and if the lunar rift is still open.
Part of the issue lies in that this check from StartDirt():
if IsLunarPortalActive() then hunt.monster_track_num = 0
Lacks the HasDefeatedThisMutation() check that GetHuntedBeast() has:
local needs_mutated_warg = TheWorld.components.lunarriftmutationsmanager ~= nil and not TheWorld.components.lunarriftmutationsmanager:HasDefeatedThisMutation("mutatedwarg") if needs_mutated_warg and IsLunarPortalActive() then
Changing this to include the check would result in only having a forced Varg if defeating the possessed Varg would result in progress for the quest or a reward post-completion of said quest, and otherwise the system works as usual otherwise, allowing non-dangerous hunts with Koalefant to spawn.
That said, wouldn't it make more sense to determine things at the start and use that as the result? There are some weird cases with Clay Vargs and Lightning Volt Goats mismatching the tracks due to them being checked on the moment the final track is investigated. There were no differences before so it was fine, but now it can result in a dangerous path leading to a Volt Goat, or a non-dangerous path leading to a Clay Varg, and so.
Also, something related that I found to be weird but, wouldn't it make more sense if the requirement for a Brightshade Gestalt to possess a boss was that the rift is on the third stage (the specific stage on which Brightshade Gestalts start to spawn in the first place) and not the lunar rift existing at all?
There are some cases for both lunar and void rifts where their "active" checks work on all stages, when maybe some of them should check what stage the rift is currently at? It can be odd due to the player having no way to know they're active, and supposedly not causing chaos yet.
- Kill the Possessed Varg (and make sure afterwards to be in a state where killing it again wouldn't result in gaining an Ark Spark).
- Look for dirt piles afterwards while the lunar rift is active. Notice how they're all dangerous paths, and there's claw marks from the moment you find the first dirt pile.
- Notice that on fully tracking some of them, it may result in an Ewecus instead (and as mentioned, it's impossible to get a non-dangerous path).
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 accountSign in
Already have an account? Sign in here.
Sign In Now