[2.0.43] Can pass between wall and shore with exoskeletons

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Jap2.0
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[2.0.43] Can pass between wall and shore with exoskeletons

Post by Jap2.0 »

I feel like I've seen this somewhere before, but I can't find it (only seeing 55553).

The transition between a wall and shore is sometimes passable. This is dependent on the player having a few exoskeletons. In my test case it seems to happen consistently heading NW, but only sometimes heading SE (alignment-dependent).

Video and save attached.

Addendum: looks like this works when you have a minimum of 3 exoskeletons.
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video.zip
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Last edited by Jap2.0 on Sat Apr 05, 2025 7:17 pm, edited 1 time in total.
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Jap2.0
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Re: [2.0.43] Can pass between wall and shore with exoskeletons

Post by Jap2.0 »

Here is the setup:
image.jpg
image.jpg (603.64 KiB) Viewed 338 times
(water is 2 tiles wide)
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eugenekay
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Re: [2.0.43] Can pass between wall and shore with exoskeletons

Post by eugenekay »

You can get similar weird effects with really large numbers of exoskeletons, such as being able to pass completely through Walls….

Honestly? I think this is totally fine as-is. You can pretend that the Extra Leg Reach lets you step across the gap (or over the walls). It does not affect enemies, and the Collision masks are not a reliable way to “keep out” of an area of a Scenario anyway - Out of Map tile works great for that.
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Re: [2.0.43] Can pass between wall and shore with exoskeletons

Post by Jap2.0 »

Right, I feel like I've seen something like this before and understand why it happens, and if it's NaB that's fine; 3 isn't really an absurd amount though...
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Re: [2.0.43] Can pass between wall and shore with exoskeletons

Post by Rseding91 »

Thanks for the report. This is working correctly: the player is able to walk on tile transitions (half way) and so it's perfect acceptable for a player to stand in a place like this:
04-21-2025, 19-11-21.png
04-21-2025, 19-11-21.png (237.47 KiB) Viewed 134 times
This also makes it valid for the player to walk around the edges of the wall because there is always a point within half of the tile transition that's valid to stand. We also don't do full discrete collision checks when moving and instead "skip along" the source and destination location a small distance at a time. These things combined means you get what you're seeing.
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