Forum Index > Bug Reporting > LG Ancient Temple : Failed to Move -1
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Imperium
Level 75
Guardian
Joined: 8/21/2013
Threads: 386
Posts: 5,313
Posted: 10/31/2021 at 11:37 AM
Post #1
I have this issue currently where one of my doors doesn't work~ there are a couple of players already who posted in the LG Ancient Temple thread~ so I'll just quote them.
I've barely gotten started, but I think this is gonna be pretty fun.......
One thing, though. The first time I entered, I went down. I eventually found a boss, lost, re-entered, and decided to go up first. But I'm getting the message "Failed to move. -1" in the battle log??
The map makes it look like there should be a single room there... ^^;
so idk if I missed something when reading the announcement or if it's a bug
I'm loving the new dungeon! I've explored all I could of my first and had a lot of fun figuring out how to beat the bosses. I'm having the same issue where I can't access one of the rooms though so thought I should mention it in case it is a glitch.
The issue proceeded even after the dungeon is cleared and proceeds when you go into endless mode with the orb.
Krinadon
Level 75
Shadow of the Moon
Site Administrator
Joined: 12/17/2012
Threads: 1,242
Posts: 15,406
Posted: 11/3/2021 at 1:21 PM
Post #2
I have adjusted the error codes in the backend to provide more information (for me) so that I can more clearly see what's going wrong.
If this happens again, just ping me and show me which error displays (it will be 1, 2, or 3).
If you still have the same instance active, you should be able to just repeat what you originally did and it will give you the relevant error number.
Scathreoite
Level 75
Hand of Destiny
Joined: 11/2/2014
Threads: 96
Posts: 4,456
Posted: 11/3/2021 at 10:31 PM
Post #3
here's the non-accessible room that we have in our temple for this week's randomization
Krinadon
Level 75
Shadow of the Moon
Site Administrator
Joined: 12/17/2012
Threads: 1,242
Posts: 15,406
Posted: 11/4/2021 at 12:12 PM
Post #4
Thank you.
I can see what the issue is. Now, I just have to figure out what's causing the issue. =P
It will take some investigating as it seems something with the actual spawning algorithm itself is messing up. I will dive deeper as soon as I can.
Krinadon
Level 75
Shadow of the Moon
Site Administrator
Joined: 12/17/2012
Threads: 1,242
Posts: 15,406
Posted: 11/4/2021 at 4:40 PM
Post #5
This issue should be fixed moving forward for newly spawned instances.
Basically, what was happening was as the script spawns 'tendrils' (a chain of rooms), it feels out one-by-one making sure there's a valid spot to plot another room. If it ends up in a spot where no room can be plotted, it backtracks and removes the entire tendril in order to try again. However, what was happening was when this triggered, it was not removing the check for a doorway from the anchor point. Therefore, rooms were left with literally a door to nowhere.
This should be fixed now and the script should clean up such doors when tendrils are deleted.
Edited By Krinadon on 11/4/2021 at 4:41 PM.
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