0.9.7g - deers pass through fences recently built

As per title. Deer are able to pass through fences if recently built. This behaviour ceases once a minute or so has passed.

I see this is happening for humans too, who are able to walk thorugh recently built walls.

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Interesting. I haven’t had any other reports of this. If you were to command move villagers to one side of the fence at that point and them command-move them through the fence do they go through the fence or do they use the gate?

Will check as soon as possible.

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So, if I command villagers to move to a destination behind a fence just built, they try to seek for gates as it should be. But if they want to move independently to one side to the other, they pass through the fence.

My impression (hard to tell exactly) is that if villagers have decided to move along a path (meaning not roads, just a path on the grass, out of the road, a “route” to reach their destination), they don’t care if in the meantime a fence/wall has been built. They pass through it regardless. This seems also to be true for deers. It seems like the game does not “register” what happens between the “path planning” of the villagers and the moment when the villagers reach their destination. At least, it seems to take a few dozens seconds before the game is able to detect the existence of the new fence/wall, so if villagers are already not too far from the fence, they pass through it.

So, if a unit is already in motion and the fence goes up they are not blocked, yes?

Yes, it seems so.

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Definitely repro’d here. Seems to be some issue with some optimizations and/or obstacle avoidance. Good find, thanks for sending this report in!

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Cool, awesome! Thanks a lot! :slight_smile:

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I just had something similar happen. I was building a fence to keep out deer, I had soldiers standing guard, and ordered them back to Garrison as the last Laborers arrived for the final pieces. The Laborers finished the fence before the soldiers got there but the soldiers walked through teh fence.
What I thought might be the issue is if paths are created independently BEFORE the fence is finished, then the paths don’t get interrupted. There might be a maximum distance for this, though.

Yep, this sounds like the same issue. We should have a fix for that in the next patch!

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My feeling is that most, or maybe all routing paths adhere to this behaviour. Not only regarding to fences.