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NPCs don't always return to their default location after investigating a noise.
Since the player can't push or swap places with neutral characters it's possible for a doorway or corridor to end up blocked.
Appears to only concern Guards, Mercs, Beggars and NPCs in the large middle room when tested in the Refugee Center.
Steps To Reproduce
Create a character with a watch, "Safe Place" scenario and location "Refugee Center" (not necessary but makes testing faster).
Open the Debug menu and select Map -> Generate sound.
Select a tile within the building and make a sound loud enough to be heard by the whole Center (went with 20).
Repeat 2 and 3 a handful of time with a few seconds of interval.
Open wait menu, select "Wait a while" then at least 5 minutes.
Check on the NPCs.
Screenshots
An example of how many NPCs can end up being displaced after investigating sounds and not returning to their post.
For context that character used the Refugee Center as a base for over a week.
Describe the bug
NPCs don't always return to their default location after investigating a noise.
Since the player can't push or swap places with neutral characters it's possible for a doorway or corridor to end up blocked.
Appears to only concern Guards, Mercs, Beggars and NPCs in the large middle room when tested in the Refugee Center.
Steps To Reproduce
Screenshots
An example of how many NPCs can end up being displaced after investigating sounds and not returning to their post.
For context that character used the Refugee Center as a base for over a week.
Versions and configuration
Bright Nights [bn],
Disable NPC Needs [no_npc_food],
Simplified Nutrition [novitamins],
No Rail Stations [No_Rail_Stations],
Prevent Zombie Revivication [no_reviving_zombies],
Limit Fungal Growth [limit_fungal_growth],
Item Category Overhaul [Item_Category_Overhaul],
UDP Redux [udp_redux]
]
Additional context
No response
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