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  • Enemies spawning in clear quests can make them impossible


    Noob_
    • Version: Alpha 21.2

    There's a pretty big issue with what I refer to as "puzzle quests" where enemies spawn after certain activations. The bug here is that if you destroy the thing that's supposed to spawn the enemies, you are essentially forced to quit the quest. This is at least what I think is happening, as I decided to have a bit of fun and blow up some gas tanks, only to see that there was a hatch that presumably needed to be opened by a now destroyed switch. However a simple solution I can think of if this is how the bug, or I guess soft lock works, adding an activation area instead of a switch to spawn the zombie would be better, since you can still destroy some of the area without being fully soft locked.

     

    This has happened to me 4 times thus far, even when I wasn't wielding any explosives.


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    Well, as of 1.1b4 army_camp01 (displayed on image) indeed has a spawn beneath the hatch that is not excluded from the clear quest.

    But the hatch is a goddamn steel door and the tower where button to open the hatch is located does not get even close to crumbling from exploding gas cans under it. Nowdays you won't experience it.

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