I was on my phone, so was only looking at the latest posts.
Heh, same thing happens on a PC
Occasionally, I think I have had cases where it sometimes starts me at the very beginning instead of bring me to the most recent post. When it happens doesn't seem to have rhyme or rhythm though.
Just a guess of mine, but the bug likely probably has to do with the fencer checks where sometimes it will detect steel, hit it and then turn while other times it doesn't detect steel, which is unexpected. I didn't check with Strato's replay, but for this particular level I can see this happening when the fencer removes a lot of terrain in one stroke before encountering open air which apparently is enough of a distance from the steel to make the fencer stop.
My replay for the level is probably the opposite case, where for example there was probably only a pixel of wall left to fence through before encountering open air in the next destruction stroke, meaning the fencer is now therefore much closer to the steel when breaking through all the terrain. Thus, it detects something to keep going and eventually hits the steel shortly after.
Almost sounds like the basher/slider bug I myself reported, as a matter of fact, where it's probably the same thing of if the fencer needs to take 2 or more strokes before encountering steel after breaking through to open air, then it will stop before it gets a chance to hit steel and turn around.
I will wait for your analysis of what's happening here, but that is my guess as to why the fencer sometimes encounters steel and why it doesn't sometimes. In the meantime, the topic's title can be changed since it is not entirely accurate.
The fencer does turn around when hitting steel as indicated by the "chink" sound to let the player know when that has happened, just the case of when it doesn't hit steel when the player expects the fencer to is what's unexpected.edit: Ok, I dug a little deeper and found the following
- Right up against the wall: Doesn't hit steel
- 1 pixel away from the wall: Hits steel and turns around
- 2 pixels away from the wall: Doesn't hit steel
- 3 pixels away from the wall: Doesn't hit steel
- 4 pixels away from the wall: Doesn't hit steel
- 5 pixels away from the wall: Does hit steel
Repeats with the same results in this cycle (meaning, 6, 7 and 8 pixels away he doesn't hit steel but 9 pixels away he will) until he's too far away to fence through the wall.
So, this means the fencer hits steel only once out of every 4 possible positions.