When testing patrol mechanics with X2AllowSelectAll, or by using the ToggleForceWalk console command on a soldier it is clearly possible for 'walking / patrolling' units to get stuck in elevated positions (e.g. below - soldier with forced walk on) as the walking traversal doesn't permit climbing down from stuff.
The code paths for this behavior run through XGUnitNativeBase::ShouldUseWalkAnim but fixing the behavior is somewhat problematic because allowing units to 'not be stuck' is largely synonymous with allowing them to vault over railings, break windows and do other 'vaguely hostile things' which would look weird, when unactivated.
Obviously, fixing the problem is a reasonably big behavior change & some players may already by unknowingly exploiting the 'bug/feature' to their advantage (e.g. knowing that mecs on roofs aren't able to patrol off etc.).
It's not clear whether units becoming stuck in this way is a bug, or an issue that Firaxis deliberately wanted to tolerate from a balance perspective, to contain certain pods of units to certain spawn locations. Still, it would be very useful to have a robust fix developed and then have the debate over whether it should be implemented wholesale or at the very least provide a hook that a mod can use to fix the behaviour, should it be desired by the player.
When testing patrol mechanics with X2AllowSelectAll, or by using the ToggleForceWalk console command on a soldier it is clearly possible for 'walking / patrolling' units to get stuck in elevated positions (e.g. below - soldier with forced walk on) as the walking traversal doesn't permit climbing down from stuff.
The code paths for this behavior run through XGUnitNativeBase::ShouldUseWalkAnim but fixing the behavior is somewhat problematic because allowing units to 'not be stuck' is largely synonymous with allowing them to vault over railings, break windows and do other 'vaguely hostile things' which would look weird, when unactivated.
Obviously, fixing the problem is a reasonably big behavior change & some players may already by unknowingly exploiting the 'bug/feature' to their advantage (e.g. knowing that mecs on roofs aren't able to patrol off etc.).
It's not clear whether units becoming stuck in this way is a bug, or an issue that Firaxis deliberately wanted to tolerate from a balance perspective, to contain certain pods of units to certain spawn locations. Still, it would be very useful to have a robust fix developed and then have the debate over whether it should be implemented wholesale or at the very least provide a hook that a mod can use to fix the behaviour, should it be desired by the player.