town entrance autosave happens before special nodes resolve #781

Closed
opened 2025-08-09 14:49:17 +00:00 by NQNStudios · 0 comments
NQNStudios commented 2025-08-09 14:49:17 +00:00 (Migrated from github.com)

Discovered playing Nephil's Gambit and reloading an autosave that was made after I was thrown in the lizards' feeding pit. When you enter the feeding pit via a stairway node, a town entrance node starts a timer that periodically opens a gate and spawns more lizards. If you reload the autosave that is created when you entered the pit, that town entry node won't have been called and you have no way of getting out of the pit.

This probably also would cause a buggy save if the Stairway node is set to call a node in the new town, and any node chaining that would result from that.

start_town_mode, instead of calling try_auto_save() directly, should probably set a flag that indicates "try auto saving after the chain finishes and town entrance nodes are also resolved".

There's probably a corresponding bug here for the case where you autosave when leaving town.

Discovered playing Nephil's Gambit and reloading an autosave that was made after I was thrown in the lizards' feeding pit. When you enter the feeding pit via a stairway node, a town entrance node starts a timer that periodically opens a gate and spawns more lizards. If you reload the autosave that is created when you entered the pit, that town entry node won't have been called and you have no way of getting out of the pit. This probably also would cause a buggy save if the Stairway node is set to call a node in the new town, and any node chaining that would result from that. start_town_mode, instead of calling `try_auto_save()` directly, should probably set a flag that indicates "try auto saving after the chain finishes and town entrance nodes are also resolved". There's probably a corresponding bug here for the case where you autosave when *leaving* town.
Sign in to join this conversation.
No description provided.