Loobinex

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No, I'm not. Because of this issue I paid attention to the pathfinding, it is perfectly possible that what I notice was present before. Edit: The issue with the witches...

Can't you simply reduce the height a bit whenever you detect collision with the ceiling?

Didn't you link the vertical movement to horizontal movement?

It doesn't count if it is an accidental fix ;-) Creatures on top of the workshop are now no longer stuck, but they still get stuck against the workshop: ![fx1g0005.7z](https://cloud.githubusercontent.com/assets/13840686/11953946/90f2ed96-a8a4-11e5-966a-1663748358de.jpg)

Attached two more saves of peculiar pathfinding from KeeperFX v0.4.6 r1802 patch, git 370927f, dated 2015-12-22 00:56:28. One save displays tunneler dwarfs refusing to move for no good reason. On...

The 'imp issue' is indeed fixed in r1806.

I have no idea. When I've got some time I'll try to find out. Edit ##### Imp party visible on map: r1807 - bugged r1778 - bugged r1758 - bugged...

Yes, I confirmed it. That still leaves the issue that they don't tunnel. If you say however that they stop in 30% of the cases it is quite time consuming...

@AdamPlenty The other flags seem fine to be saved, they do not come from the command line.