Author Topic: What determines when adjacent land is "visitable"?  (Read 2288 times)

Offline ShaggyMoose

  • Newbie Mark III
  • *
  • Posts: 38
What determines when adjacent land is "visitable"?
« on: January 01, 2013, 06:19:01 pm »
Most of the I purify a tile, all adjacent tiles then become "visitable" (at least) so they too can be purified. Sometimes this just doesn't happen. Its especially annoying when I am trying to clear the way to a level up tower. What are the rules governing this?

Offline LaughingThesaurus

  • Master Member Mark II
  • *****
  • Posts: 1,723
Re: What determines when adjacent land is "visitable"?
« Reply #1 on: January 01, 2013, 06:42:18 pm »
I think any cave or level up tower adjacent to caves or level up towers will auto-purify, but they won't allow you to enter areas adjacent to them. Does this answer your question?

Offline ShaggyMoose

  • Newbie Mark III
  • *
  • Posts: 38
Re: What determines when adjacent land is "visitable"?
« Reply #2 on: January 01, 2013, 07:46:49 pm »
Not really. Let me give an example.

I had some purified ocean shallows next to some ocean shallow's buildings. For a long time, I wasn't able to visit the buildings (tile was blacked out). Then after a few turns, suddenly I could. I can't understand this behaviour. Is it normal?

Offline LaughingThesaurus

  • Master Member Mark II
  • *****
  • Posts: 1,723
Re: What determines when adjacent land is "visitable"?
« Reply #3 on: January 01, 2013, 08:21:44 pm »
That doesn't sound normal. Somebody more familiar can confirm or deny that for a fact. All I know is sometimes I'm just not allowed to enter tiles ever.

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: What determines when adjacent land is "visitable"?
« Reply #4 on: January 02, 2013, 09:00:39 am »
ShaggyMoose -- that sounds like a bug.  Was this in solo or multiplayer?

The only thing that blocks your tile-adjacency rules is supposed to be the Impasse type buildings: Thawing Towers, Lava Towers, Skelebot Towers, and The Deep Town.  I don't believe there's anything else that restricts your movement in the way you describe, but certainly nothing like ocean shallows buildings.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline ShaggyMoose

  • Newbie Mark III
  • *
  • Posts: 38
Re: What determines when adjacent land is "visitable"?
« Reply #5 on: January 03, 2013, 02:37:23 am »
This was in single player. It definitely wasn't an impasse type tile. What is the exact rule for when a purified-adjacent tile should be visitable (i.e. not greyed out)? Does there need to be more than one purified-adjacent tile? If I understand how its supposed to work, the next time I see apparent weirdness like that I will keep the save game.

EDIT 1: I am thinking that its probably not a bug, I just don't know how it works... Here is an example. I cannot enter the circled tiles, although they are adjacent to a purified area.


Click to view full size!


EDIT 2: Before I go stuffing around with my game... I found my world back ups at "%STEAM%\SteamApps\common\A Valley Without Wind 2\RuntimeData\WorldBackup". To restore a back up, do I just clear the folder "%STEAM%\SteamApps\common\A Valley Without Wind 2\RuntimeData\Worlds" and then copy all the files from one of the back up folders across?
« Last Edit: January 03, 2013, 07:12:18 am by ShaggyMoose »

Offline tigersfan

  • Arcen Games Contractor
  • Arcen Staff
  • Master Member Mark II
  • *****
  • Posts: 1,599
Re: What determines when adjacent land is "visitable"?
« Reply #6 on: January 03, 2013, 07:36:00 am »
Not quite. In the RuntimeData\Worlds folder, is another folder of the name of your world. If you were to send us a save, you would zip that world folder and send it to us.

As for the backups, they are basically zips of that world folder, so you would unzip it over the folder containing your world.

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: What determines when adjacent land is "visitable"?
« Reply #7 on: January 03, 2013, 07:41:46 am »
Ideally you would copy the backup as a separate named world just in case you don't want to revert. You can have both copies at once, under different names, with no problem. It's also best not to copy one world folder directly over another, or oddities can happen. Best to delete the one you want to copy over first, then copy the new one.

But again, for these purposes you really don't need to delete your current world unless you want to, just to get a backup back.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline zespri

  • Hero Member Mark III
  • *****
  • Posts: 1,109
Re: What determines when adjacent land is "visitable"?
« Reply #8 on: January 03, 2013, 02:26:19 pm »
This was in single player. It definitely wasn't an impasse type tile. What is the exact rule for when a purified-adjacent tile should be visitable (i.e. not greyed out)? Does there need to be more than one purified-adjacent tile? If I understand how its supposed to work, the next time I see apparent weirdness like that I will keep the save game.

Yes, I asked a similar question and it's still something that I'd like to understand. I wonder if Chris could comment on the picture posted. Is that the way it's supposed to be? and If yes, why the circled tiles are not accessible?

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: What determines when adjacent land is "visitable"?
« Reply #9 on: January 03, 2013, 03:33:20 pm »
That was sort of intended but not really.  For tonight's release:

* Fixed an design decision that was causing the "which corrupt tiles can I enter?" logic to be needlessly confusing.  It wasn't a bug per se, but some older logic that we'd put in that sounded good on paper really led to some confusing cases in practice.

Thanks!
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline MouldyK

  • Sr. Member Mark II
  • ****
  • Posts: 353
Re: What determines when adjacent land is "visitable"?
« Reply #10 on: January 03, 2013, 03:47:30 pm »
That was sort of intended but not really.  For tonight's release:

* Fixed an design decision that was causing the "which corrupt tiles can I enter?" logic to be needlessly confusing.  It wasn't a bug per se, but some older logic that we'd put in that sounded good on paper really led to some confusing cases in practice.

Thanks!

*a, not an. -runs off to be nit-picky elsewhere-

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: What determines when adjacent land is "visitable"?
« Reply #11 on: January 03, 2013, 03:54:16 pm »
I'm extremely nitpicky as well, but that's what happens when you don't proofread because you're coding too fast. ;)
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline LaughingThesaurus

  • Master Member Mark II
  • *****
  • Posts: 1,723
Re: What determines when adjacent land is "visitable"?
« Reply #12 on: January 03, 2013, 09:31:27 pm »
There's no such thing as coding too fast if your product works well.

Offline ShaggyMoose

  • Newbie Mark III
  • *
  • Posts: 38
Re: What determines when adjacent land is "visitable"?
« Reply #13 on: January 04, 2013, 02:07:07 am »
I loaded the same game I had posted in the screenshot earlier under 0.708 and now all my "mystery" tiles are visitable. Thanks!

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: What determines when adjacent land is "visitable"?
« Reply #14 on: January 04, 2013, 07:22:25 am »
Awesome, glad I could help!
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!