Siege Tower Turns Errantly

:arrow_forward: GAME INFORMATION

:point_down: These details are CRITICAL; DO NOT skip them or your issue may not be reviewed.

  • GAME BUILD #: 101.102.22327.0 (#87863) 11543327
  • GAME PLATFORM: Steam / Microsoft Store
  • OPERATING SYSTEM: Windows 10

:arrow_forward: ISSUE EXPERIENCED

So I was actually watching one of Hera’s games when I first noticed this. Subsequent testing was in my pc, but this, Siege Tower Being the Best Unit in the Game For 1 Minute Straight - YouTube, is the link for the YT short he published showcasing this bug.

So when a siege tower is trying to send units over a wall where the wall in question is the right/bottom or top/left diagonal (diagonal because of the isometric grid, not where the wall segments are placed diagonally from each. Visuals and video are further down), AND there is an additional wall segment immediately to the left or right of the siege tower once in place to target the selected wall, 100% of the time it’ll turn away from the selected wall and face that adjacent wall and 25%ish of the time it’ll unload units over that adjacent wall instead of the selected wall.

Everything works (at least for me) as intended when the wall is a top to right or left to bottom wall. Using stone walls or palisade walls doesn’t seem to make a difference. Untested with fortified walls. Untested with units other than the Kamayuk.

Sometimes It even happens when there is a one tile gap between the section the siege tower is targeting and the “adjacent” wall segment, but it’s more consistent when it’s actually adjacent to the siege tower.

:arrow_forward: FREQUENCY OF ISSUE

:point_down: How often does the issue occur? CHOSE ONE; DELETE THE REST!

Kinda 100% of the time…I explained it somewhat above. 100% of the time, if the correct diagonal wall is attempted to crossed, it won’t work if there is an adjacent wall. 100% of the time the siege tower turns toward that wall. It succesfully unloads over the adjacent wall about 25% of the time.

:arrow_forward: REPRODUCTION STEPS

:point_down: List CLEAR and DETAILED STEPS we can take to reproduce the issue ourselves… Be descriptive!

Here’s the steps to reproduce the issue:
It’s honestly pretty hard to explain in words, I’m going to send schematics.

:arrow_forward: EXPECTED RESULT

:point_down: What was SUPPOSED to happen if the bug you encountered were not present?
Siege tower should not turn and unload units (or fail and say there isn’t enough room i suppose) over the the targeted wall section.

:arrow_forward: IMAGE

:point_down: ALWAYS attach a PICTURE (.jpg, .png, .gif) or VIDEO (.mp4, YouTube link) that highlights the problem.
IMG_1193.MOV - Google Drive
An, admittedly not great, video of this happening taken from my phone while I was testing in the scenario editor.

:arrow_forward: GAME FILES (SAVE / RECORDING)

:point_down: Attach a SAVE GAME (.aoe2spgame) or GAME RECORDING (.aoe2record) of the match where you encountered the issue. Link it below if using an external file service.
SIEGE_TOWER_TURNS.aoe2spgame (425.0 KB)
this is a scenario editor game I saved. I have the kamayuks on no attack stance just so they don’t destroy anything. I don’t think Kamayuks are anything important it’s just what hera was using so that’s where I started. there are some extra houses in the scenario. I basically recreated the wall Hera was jumping over and thought the house one tile over might be important but it doesn’t seem to be. I also thought that maybe if a palisade was destroyed right in front of the wall to be jumped, that was part of the bug, but that doesn’t seem to be important either.

Basically I tried all the random things that happened during Hera’s attempted wall jump, and it seems only a very particular arrangement of wall sections is what is important, though admittedly my testing wasn’t exhaustive. There might be something I’ve overlooked, but as far as I can tell the wall arrangement is what is important.

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@Quasibrodo Thanks for this detailed report, we’re now tracking this issue.

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