I pushed a new change to the pathfinding and eta calculation function today because some observant players had noticed that the etas were jumping around and were inaccurate when units were moving across two different move speed terrains.
Anyhow, it ended up taking a full day to fix and went down into some really complex code, so if you see any strangeness let me know.
Definite strangeness. Found three things that brought me here to report before bed, as they seem pretty bad:
My units are now reporting an eta of the full 1 league travel time when given new orders (even to their original destination) between waypoints. Not sure whether this gets fixed when they take steps or not, or whether they do indeed suffer extra travel time if reordered between waypoints.
I had a unit nearly at a waypoint that I wanted to turn around and go elsewhere. Sending it back to the waypoint directly behind it was fine (problem 1 notwithstanding), but adding a second waypoint to the route caused it to try to path through the nearby waypoint before turning around.
The unit mentioned in 2 was in swamp, and the intended destination (behind) was in plain, with no road. The Goblin army being moved shows a 4.5h ETA rather than the expected ~5.25h.
OK, I just uploaded a new build, I normally dont like to push new code to the server at 9:30 at night but I think this was a serious issue.
When troops were “following” a leader they were breaking the path. Should be fixed now.
edit: There is one remaining issue where, if you turn around 180 on a path, the timer will be wrong until the sever responds. For a few seconds the eta will be off. I’ll fix that tomorrow.
Just had a problem, hit a zombie stack with hounds a short while before they would hit a pond, i then couldn’t get info on the unit to see if it had worked.
Checked on it shortly after and they had finished their move and taken pond.