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4th Paths on "Alternate Paths" (and some other 4th path mods) are extremely buggy, chaotic, and unpredictable in whether they work or not. #9

@Jamesaj34

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@Jamesaj34

So basically, the paths will appear to load in, they'll be in the menu, you can click on their info, you can see their artwork in the more info page when selecting each upgrade, but when you actually purchase on in-game during a match, when it actually tries to APPLY the upgrade to a placed tower, the entire 4th path might not work at all, or maybe tier 1 and 2 work, but tier 3 wont work, maybe t3 will work but when you buy it, it deletes the upgrades of the previous two tiers, or maybe it wont work and still delete the past two tiers. Maybe nothing will work until you get to tier 3, but then you might get tier 4 after that and now they both stop working. Its pretty consistent that the 5th tier 4th paths do not work, I think a couple work, the sniper, the spike factory, and wizard do work, but most do not. The banana farm is disappointing cause that doesnt work :(. The boomerang monkey is weird because the camo detection doesn't work, but then the sonic boom works, but then if you upgrade past sonic boom, nothing works and it deletes the upgrades you got with sonic boom.

When you purchase an upgrade that doesn't work, the portrait of the tower's artwork will either not change, or it will revert to the 0000 artwork, same for the placed tower, its appearance will revert back to if it was a 0000 version, so none of the artwork will be applied (despite being visible in the upgrade icon, and being visible in the example portrait in the more info page of that tower).

----- P.S. (not necessary to read) What's weird is that most of the other 4th path mods work more reliably, if i get a separate mod to add a 4th path, they're more likely to work BUT there are still some that don't, and theres a couple that will basically just crash the game or cause some other weird issues like towers not attacking or loading in and weird stuff like that. But things like 9 path dartling gunner and 12 path tack shooter DO work, the 9 or 12 tier (whatever it is) spike factory doesn't fully work (only works up to bronze spikes but the sprite for the bronze spikes are massive and pixelated), so basically other path mods are MORE reliable, but also experience many bugs as well--- BUT these bugs are often not of the nature of this bug, to where the path just doesn't apply any changes to the placed tower itself, THAT bug where upgrades dont apply/revert to 0000 is more specific to the popular "Alternate Paths" mod

Here is an example with the alchemist 4th path from Alternate Paths, which was working before but now doesn't, it used to work for the first 3 tiers, but the last 2 wouldn't work and it would delete the last 2 tiers, but now not even the 1st or any tier will work, here is the log i got when i purchased the 1st tier of the 4th path on the alchemist:

[12:43:17.536] [Il2CppInterop] During invoking native->managed trampoline
System.MissingMethodException: Method not found: 'Void Il2CppAssets.Scripts.Models.Towers.Projectiles.Behaviors.FreezeModel..ctor(System.String, Single, Single, System.String, Int32, System.String, Boolean, Il2CppAssets.Scripts.Models.Bloons.Behaviors.GrowBlockModel, Il2CppAssets.Scripts.Models.Towers.Projectiles.Behaviors.DamageModel, Single, Boolean, Boolean, Boolean)'.
at Alchemist.CryoAcid.ApplyUpgrade(TowerModel towerModel, Int32 tier)
at PathsPlusPlus.PathPlusPlus.Apply(TowerModel tower, Int32 tier) in /home/runner/work/paths-plus-plus/paths-plus-plus/PathsPlusPlus/PathPlusPlus.cs:line 185
at PathsPlusPlus.Patches.RateMutator_Mutate.Prefix(RateSupportMutator __instance, Model model, Boolean& __result) in /home/runner/work/paths-plus-plus/paths-plus-plus/PathsPlusPlus/Patches/GamePatches.cs:line 29
at DMD<Il2CppAssets.Scripts.Models.Towers.Behaviors.RateSupportModel+RateSupportMutator::Mutate>(RateSupportMutator this, Model baseModel, Model model)
at (il2cpp -> managed) Mutate(IntPtr , IntPtr , IntPtr , Il2CppMethodInfo* )

Here is another example of the monkey sub 4th path from alternate paths, this is one that partially works then one of the later tiers doesn't:

[13:40:08.235] [Il2CppInterop] During invoking native->managed trampoline
System.MissingMethodException: Method not found: 'Void Il2CppAssets.Scripts.Models.Towers.Projectiles.Behaviors.DamageModifierForTagModel..ctor(System.String, System.String, Single, Single, Boolean, Boolean)'.
at MonketSub.NauticDestroyer.ApplyUpgrade(TowerModel towerModel, Int32 tier)
at PathsPlusPlus.PathPlusPlus.Apply(TowerModel tower, Int32 tier) in /home/runner/work/paths-plus-plus/paths-plus-plus/PathsPlusPlus/PathPlusPlus.cs:line 185
at PathsPlusPlus.Patches.RateMutator_Mutate.Prefix(RateSupportMutator __instance, Model model, Boolean& __result) in /home/runner/work/paths-plus-plus/paths-plus-plus/PathsPlusPlus/Patches/GamePatches.cs:line 29
at DMD<Il2CppAssets.Scripts.Models.Towers.Behaviors.RateSupportModel+RateSupportMutator::Mutate>(RateSupportMutator this, Model baseModel, Model model)
at (il2cpp -> managed) Mutate(IntPtr , IntPtr , IntPtr , Il2CppMethodInfo* )

And I think this is usually what happens. I haven't checked every log, but it seems that usually this is the error that you get, a missing method exception for something

I'd really love to fix this, idk how but if we can, it would be so amazing. Thank you for reading this if you did, and thank you for making the mod, some of the new paths work, and I've had lots of fun from using them because you made this mod, so thank you for keeping me entertained as this mod is responsible for a lot of the enjoyment I get out of this game :)

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