Trapping Goblins Wreaks Havoc On Performance

Trying to do something different with my goblins by caging them off, and I’ve found that it causes the engine to not know what to do. One min the LUA will spike, then the Astar, then idle and so on. Now I know this is because they can’t reach their target, but shouldn’t their be a check system to prevent the game from sinking in situations like this? I’ve also noticed it doesn’t slow down as bad when normal Hearthlings can’t reach something.

Save Game (7.8 MB)


I like your suggestion, I was thinking something like having a pathfinding cool down where if they can’t find a way after 5-10 min they rest for 5-10min or something random so it would not be predictable.