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[2.0.43] Can pass between wall and shore with exoskeletons
Posted: Sat Apr 05, 2025 7:04 pm
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.
Re: [2.0.43] Can pass between wall and shore with exoskeletons
Posted: Sat Apr 05, 2025 7:11 pm
by Jap2.0
Here is the setup:

- image.jpg (603.64 KiB) Viewed 341 times
(water is 2 tiles wide)
Re: [2.0.43] Can pass between wall and shore with exoskeletons
Posted: Sat Apr 05, 2025 9:24 pm
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.
Re: [2.0.43] Can pass between wall and shore with exoskeletons
Posted: Sat Apr 05, 2025 10:34 pm
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...
Re: [2.0.43] Can pass between wall and shore with exoskeletons
Posted: Mon Apr 21, 2025 11:13 pm
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 (237.47 KiB) Viewed 137 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.