4-14-2021

Discussion in 'Changelog' started by robregen, Apr 14, 2021.

  1. robregen

    robregen Administrator Staff Member

    Messages:
    8,371
    Code:
    Haynar

    * implemented Navmesh pathsystem
    Solar
    * fix timer running slower than expected
    * fix player jumping animation showing for other players (dwarf barrel roll and others)
    * adjust heading for in-zone/CotH
    * fixed a mem leak

    Database:
    Robregen

    * item: fixed Fine Seafarer armors that were missing apostrophe
    * Dreadland: plaguebone thief should no longer be social
    * Toxxuilia Forest: should now be undead

    Navmesh Zones:
    * Qeynos
    * Qeynos Hills
    * Karanas except East Karana
    * Kithicor
    * Commonlands
    * North Ro
    * Oasis
    * South Ro
    * Innothule
    * Feerrott
    * Misty Thicket
    * Kedge Keep
    * Cobalt Scar
    * Firiona
    * Great Divide
    * Maiden Eye
    * Umbral Plain
    * Western Wastes
     
    Mechaike, Sketchy, Majo and 2 others like this.
  2. Dominar

    Dominar Well-Known Member

    Messages:
    108
    I also reported this in the bugs section, but mob summoning is changing your heading. Tanking and positioning summoning mobs is very disorienting.
     
  3. Tyrion

    Tyrion Well-Known Member

    Messages:
    188
    Spinechiller spiders in fear are gating at 100%, phoboplasms gating while running back to camp at 40%+, wacky shit today
     
  4. sowislifesowislove

    sowislifesowislove People Like Me

    Messages:
    854
    The pyramid style wizard port ins seem to not hold the toons. They just fall through the pyramid when they port in. Is there still an active navmesh to report this? I assume west common lands and west karana were one of the big open zones that got navmesh treatment
     
  5. sowislifesowislove

    sowislifesowislove People Like Me

    Messages:
    854
    woops. Didn’t read the zones at end of your post.
     
  6. Torven

    Torven I Feel Loved

    Messages:
    2,742
    also:

    feerrott: Greenblood zombies now exist
     
    Cadsuane likes this.
  7. robregen

    robregen Administrator Staff Member

    Messages:
    8,371
    ah yeah I excluded that object from the zone map. I will add that back in
     
    Mechaike likes this.
  8. GreldorEQ

    GreldorEQ Active Member

    Messages:
    52
    Between Kael and CT(zone) raids today, I think its safe to say we have some significant mobs-aggroing-through-walls issues
     
  9. showstring

    showstring I Feel Loved

    Messages:
    3,332
    yikes, is this happening for other caster mobs too? gating while fleeing or gating early?
     
  10. Elroz

    Elroz I Feel Loved Staff Member

    Messages:
    2,268
    didn't notice anything weird in ssra, but only killed about 6 casters i think
     
  11. Ravenwing

    Ravenwing I Feel Loved

    Messages:
    3,166
    Spinechiller Spiders and Phoboplasms aren't casters. Perhaps by "gating," Lullaby means the run-up-and-warp-away loop that mobs seem to sometimes get stuck while trying to reach players in the navmesh system?

    Though Fear, Kael, and CT are not on the zone list. Is navmesh in effect everywhere?
     
  12. Placer

    Placer Well-Known Member

    Messages:
    577
    We have had 2 different times where people were attacked by slimes in the safe room.
     
  13. showstring

    showstring I Feel Loved

    Messages:
    3,332
    On my dev server limited testing, I noted that navmesh seems to be affecting every zone, not just zones listed.
     
  14. Haynar

    Haynar Administrator

    Messages:
    3,637
    The pathing node based pathing is also a new system.

    There are navmesh issues.

    There are pathing node issues.

    There is no using of the old system.

    There are common parts to node and navmesh pathing.
     
    Mechaike likes this.
  15. showstring

    showstring I Feel Loved

    Messages:
    3,332
    Kedge mobs can't be hit / out of range if you try to move down, they are stuck / glitching in the ceiling, seems they can't travel downwards on the z-axis properly?
    Also some static mobs just glitching between spawn point and ceiling, flickering between the two positions.
    Phinigel glitches in ceiling, doesn't move down, can't be hit, summons into ceiling, brings adds.

    videos below:
    - mobs can't travel down properly, stuck in ceiling, gotta match their z-axis
    - glitching shark
    https://www.youtube.com/watch?v=uF8Ka-d-ulk - phinny ceiling fight attempt and evac
     
  16. Elroz

    Elroz I Feel Loved Staff Member

    Messages:
    2,268
    Ah I think what I saw in the ssra water tube is similar to what rimi posted about kedge. Mob warped up a floor I believe when it went through the tube. Going to delete my bug report since it seems to be new with today's patch.
     
  17. GreldorEQ

    GreldorEQ Active Member

    Messages:
    52
    A similar experience with ring of slime.
     
    Lyrina likes this.
  18. Lyrina

    Lyrina Member

    Messages:
    69





    Kael Drakkal - First problems started at timestamp: 01h28m03s
    Bisben instant-died and other following up. Afaik players got summoned beneath the earth by an NPC and got killed by fallingdamage (the well know 20k thingy).

    Accursed Temple Of Cazic-Thule - Second time, stuff went crazy: 03h07m25m
    From that moment on (you already can see the first fish, sticks to the roof) everything behaved very strange. Later on, you can see, MT pulled stuff (single stuff) and basicly everything arround jumped on us. Even later, more stuff came in, when we pulled from somewhere else.

    Also we left KD last night, cause someone disintigrated one of the spawnmobs for the Statue... So, raid was... a pretty fail that evening :-(. BUT, we had fun, don't we? :p
     
  19. Break

    Break People Like Me

    Messages:
    610
    I got a tell on my bazaar trader that said "You are up too high! I can't reach you to buy your stuff." I appear to be on the ground on my screen. I was thinking maybe the buyer was a gnome, but I see an Erudite trying to buy from a High Elf.

    This could be a navmesh issue.
     
  20. goliath3z

    goliath3z New Member

    Messages:
    2
    +1 for Kedge Keep is now busted by Navmesh
     
  21. Majo

    Majo Well-Known Member

    Messages:
    55
    I don't think barrell rolls are getting enough attention in this thread. Much appreciated devs! Dwarf armies coming in PoP!
     
    Mechaike, Lenas, Neealana and 3 others like this.
  22. Break

    Break People Like Me

    Messages:
    610
    Okay. I logged in another character, and my trader was indeed all the way up to the ceiling. It appears that the architecture in the Bazaar is acting weirdly. I was backed up agains a post, and it caused other people to see me on the roof. I also saw another character who was up on a support for one of the overhangs, but that character was low enough that I could still purchase if I wanted to.
     
  23. Break

    Break People Like Me

    Messages:
    610
    I don't see an edit button. By "see me on the roof", I mean it looks like my head was touching the ceiling. When I moved, I was able to correct my positioning. I did not appear to fall to my client.
     
  24. kai4785

    kai4785 People Like Me

    Messages:
    320
    I was in Kael with a shrunk dire wolf. I chain mezzed him while backed into the wall to afk for a few minutes. When I came back, I decided it was time to kill the pet. Even though I could see the dog, I couldn't melee (cannot see). So I decided to nuke it with the druid to break mez and get it to run to me. Druid was instantly summoned beneath the world, and popped up at the zone line a minute later.
     
  25. solar

    solar Administrator Staff Member

    Messages:
    1,194
    There's a slight offset for where players see other players, up to 1 unit shifted sometimes. I fixed that along with the summoning heading for next patch but that is probably what's causing players to appear out of place in bazaar.
     
  26. Break

    Break People Like Me

    Messages:
    610
    My situation wasn't 1 unit. It was the very top of the bazaar. If she had really been that high, I imagine it would have been instant death from a fall.
     
  27. thucydides

    thucydides I Feel Loved

    Messages:
    800
    One unit in x / y direction could put you in collision with some object that bumps you on top of that object for a huge difference in z coordinate
     
    Break likes this.
  28. sowislifesowislove

    sowislifesowislove People Like Me

    Messages:
    854
    Killing mobs in east karana on spider hill is very difficult. Have to be immediately on top of mob. 1 in 50 arrows will hit a mob. Usually have to engage with a kick then melee seems to work. Spells seem to work fine.