It is possible to reset a mission, sometimes moving the target to be killed/found to the front of the room. #696

Open
opened 2024-04-04 18:41:34 +02:00 by GlitchyGirl · 2 comments
GlitchyGirl commented 2024-04-04 18:41:34 +02:00 (Migrated from github.com)

Describe the bug
When you enter a mission, and want to reset it, it is possible to do so by killing an enemy (or more). And then exciting the mission, and coming back in.

This will then either respawn all enemies that need to be there (including the target to be found or killed) , and soemtimes chage their location

To Reproduce
Steps to reproduce the behavior:

  1. Go to mission
  2. Click on kill at least one enemy
  3. Leave the mission
  4. Go back in, and find that the enemies have been respawned, and or moved around, with the target in the front room.

Expected behavior
The mission and it's mobs are supposed to be as they were left when you exited, including the same position. Up and to including if you had them chase you out of the exit, they should all be aggregated there unless leashed back (which wasn't usually the case in missions))

Screen shots / na - reported after the fact

Character stats/ level - na reported after the fact

Location / level - na - reported after the fact, but this occurred in the mission that was taken from borealis that allowed one to acccess the mission from the building to the left of the whompas in newland desert.

**Describe the bug** When you enter a mission, and want to reset it, it is possible to do so by killing an enemy (or more). And then exciting the mission, and coming back in. This will then either respawn all enemies that need to be there (including the target to be found or killed) , and soemtimes chage their location **To Reproduce** Steps to reproduce the behavior: 1. Go to mission 2. Click on kill at least one enemy 3. Leave the mission 4. Go back in, and find that the enemies have been respawned, and or moved around, with the target in the front room. **Expected behavior** The mission and it's mobs are supposed to be as they were left when you exited, including the same position. Up and to including if you had them chase you out of the exit, they should all be aggregated there unless leashed back (which wasn't usually the case in missions)) Screen shots / na - reported after the fact Character stats/ level - na reported after the fact Location / level - na - reported after the fact, but this occurred in the mission that was taken from borealis that allowed one to acccess the mission from the building to the left of the whompas in newland desert. ----
RaggyLP commented 2024-04-06 00:12:24 +02:00 (Migrated from github.com)

I was unable to repro with the steps listed. Was this a kill mission or a tag mission? I tested with a Tag mission and killing and leaving/rentering didnt change the situation, the PF's state was kept correct.

I was unable to repro with the steps listed. Was this a kill mission or a tag mission? I tested with a Tag mission and killing and leaving/rentering didnt change the situation, the PF's state was kept correct.
TheTinkeringIdiot commented 2024-04-06 14:47:42 +02:00 (Migrated from github.com)

Confirmed.

Steps to repro:

  1. Enter mission (either type)
  2. Kill some stuff
  3. Leave mission
  4. Wait 15 minutes <-- this is the missing step above
  5. Re-enter mission
  6. Stuff is different

On initial entry to a Kill Target mission, this is the target:

image

After killing a few non-target NPCs and leaving for 15 minutes, this is the target:

image

This is "broken as intended". A mission instance is generated when the player initially enters. Once the player leaves, the instance only persists for 15 minutes. On the live game a mission instance persists for 48 real hours, but that hasn't been set on PRK yet.

Confirmed. Steps to repro: 1. Enter mission (either type) 2. Kill some stuff 3. Leave mission 4. Wait 15 minutes <-- this is the missing step above 5. Re-enter mission 6. Stuff is different On initial entry to a Kill Target mission, this is the target: ![image](https://github.com/project-rubika/issues/assets/96996793/bf30a657-0258-4d63-bf06-95a481ea9860) After killing a few non-target NPCs and leaving for 15 minutes, this is the target: ![image](https://github.com/project-rubika/issues/assets/96996793/9f56d944-b045-4076-b69f-3b9e7e34b139) This is "broken as intended". A mission instance is generated when the player initially enters. Once the player leaves, the instance only persists for 15 minutes. On the live game a mission instance persists for 48 real hours, but that hasn't been set on PRK yet.
Sign in to join this conversation.
No Milestone
No project
No Assignees
1 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: prk/issues#696
No description provided.