Not a bug Unexpected NPC behavior

Discussion in 'Archive (Read Only)' started by TerriWild, Jul 31, 2021.

  1. TerriWild

    TerriWild Ensign

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    Build: 1.5.3 3390
    Mode: Single Player
    Mode: Vanilla

    Reproducibility: always
    Severity: ignorable testers bad behaviour

    Type: inconsistency

    Summary: Prisoner in crashed bird fleeing

    Steps to Reproduce:
    1) Start Crashed Bird
    2) Open Prisoners Cell
    3) Shoot at him

    Interessingly one could even kill him blocking the whole main story.
    Usually i would guess players wouldn't try that. Unfornutaly us ISTQB Folks sometimes have some bad Ideas.
     
    #1
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  2. Hummel-o-War

    Hummel-o-War Administrator Staff Member Community Manager

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    If you shoot at an unarmed person, you deserve to block the story... :D :D

    (I am afraid nothing can be really done here at the moment)
     
    #2
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  3. ravien_ff

    ravien_ff Rear Admiral

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    I'm not familiar with that specific mission, but can you either set it as an admin core, or let the npc respawn?
     
    #3
  4. Arthmoor

    Arthmoor Commander

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    It's the vanilla Heidelberg mission, and if you kill the guy somehow, the story does indeed stop dead there. The site has an admin core in vanilla so hopefully that should mean he can't die, but maybe not?

    Of course you can dig the core out from the bottom, destroy it, and THEN shoot the guy, but at that point I'd say you got what was coming as a result of that. You'd be having to go well out of your way to accomplish that.
     
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  5. Kassonnade

    Kassonnade Rear Admiral

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    I agree. This can happen in many games, where players will only gain a nice "quest failed" notification, and will have to reload their game from a previous point (or restart from a previous checkpoint). Unfortunately that is a rather complex thing to do in Empyrion due to the save game system.

    If there is enough room to do this in that specific ship/POI, I would suggest to have the player to use a lever in a separate room with windows that allow seeing the prisoners and their cell doors, close the player's location door and open the cells doors when lever is activated, then trigger whatever dialog has to be shown to continue the quest, which the player can read but still can't exit the control room with windows. Have the lever to reset after a timer so player can use it again to get out of the room.

    The "roleplay" reason for this could be that this desing ensures whoever opens the cells doors can't be attacked by prisoners while in the control room, or something along those lines.
     
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