No need to be sorry here. You had reason to believe the portal was being used, found out it was not, and you adopted the new proven truth you found.I'm sorry, you are absolutely right.
"The group of 4 that the troublesome one is in are not spawning anything for their zone" I have seen the 'non-troublesome' portals from this group spew out enemies perfectly fine? (Your group of 4 marked in red or my group of 4 on the north patrol zone?)The group of 4 that the troublesome one is in are not spawning anything for their zone because I must have been tired when I was plugging in base values for their spawn probabilities and left an important field empty.
I think it is going to make that level a bit harder, as L mantises that walk down the north east path to the hill get close enough to the nest entrance to attack the foraging trail when foraging deeper into the map (west). Hooking up this portal to the group will make it less likely for enemies to spawn ontop of the hill, so it makes it more likely for L mantises to attack the player.The problem now is, if I just stick a value in to fix it, 3.2 is going to get slightly harder... Think anyone will notice?
"The group of 4 that the troublesome one is in are not spawning anything for their zone" I have seen the 'non-troublesome' portals from this group spew out enemies perfectly fine? (Your group of 4 marked in red or my group of 4 on the north patrol zone?).
Ohhh, so there actually is an unused (nothing spawns on it) patrol path on the east side of the map? Now I get it! If that patrol path goes too close to the nest it might increase difficulty by quite a bit if it is enabled. (Enemies getting close enough to see ants near the nest entrance.) Otherwise there probably won't be that much of a difficulty increase, as it doesn't take long before the player has to go west to forage. (Makes the player no longer come into contact with enemies from that group.)What I meant was that there are several patrol routes set up. There are 3 for the lower ground, (east, centre and west), and then additional routes for each of the high ground islands where there are more leaves to harvest. Each patrol route is linked to several spawn points - when the game decides its time for a new creature to spawn on a particular patrol route, it will choose a random spawn point associated with that patrol. The patrol routes are allowed to share spawn points - the "East Lowground Patrol" uses the four that I highlighted in red, but nothing is ever actually spawned on this patrol because of the mistake. Three of the four highlighted are also members of other patrol routes though, so they still spawn creatures that go elsewhere.
Actually, I see the nest entrance is inbetween the portals. This makes me expect enemies from that group to walk near/over the nest entrance when moving to their initial patrol points.
I guess there's only one way to fully find out how much it changes the difficulty...Yes - that bothered me when I checked it yesterday. I think I might remove the south east spawn point from that group (so they don't walk over the nest) and set the weight of that patrol's spawns to very low, then maybe reduce the nearest island spawn weight slightly to compensate.