4-18-2021 (HOTFIX #2)

Discussion in 'Changelog' started by robregen, Apr 18, 2021.

  1. robregen

    robregen Administrator Staff Member

    Messages:
    8,386
    Code:
    Haynar
    * Fixed teleport node pathing. Mobs will now follow teleports in sanctus seru when feared/fleeing.
    * Improved fearpoint generation in path nodes. This will help prevent mobs fleeing through walls.

    Navmesh Files:
    the following zones will have navmesh files. Zone were bugged because it had neither a path file or a navmesh files. So these should be fixed.
    * Iceclad
    * Plane of Sky
    * Arena
    * Burning Woods
    * Butcherblock
    * Cablis
    * Cauldron
    * Cobalt Scar (connection to beach should be fixed)
    * Dawnshroud
    * Dreadland
    * East Karana
    * Eastern Wastes
    * Emerald Jungle
    * Erudin
    * Erudin's Crossing
    * Everfrost
    * Plane of Fear
    * Felwithe
    * Field of Bone
    * Freeport
    * Fronteir Mountains
    * Fungus Grove
    * Greater Faydark
    * Grobb
    * Plane of Growth
    * Hollowshade
    * Lake of Ill Omen
    * Lake Rathe
    * Lavastorm
    * Mons Letalis
    * Lesser Faydark
    * Mons Seru
    * Tenebrous
    * Nektulos
    * Neriak
    * Netherbian
    * Oggok
    * Ocean of Tears
    * Overthere
    * Paineel
    * Rathe Mountain
    * Rivervale
    * Scarlet Dessert
    * Shadeweaver
    * Shadehaven
    * Sharvahl
    * Skyfire
    * Solusek Temple
    * Steamfonts
    * Swamp of No Hope
    * Tenebrous Mountain
    * The Grey
    * Timorous Deep
    * Twilight
    * Warslik Wood
     
    Sketchy, Mechaike, Elroz and 2 others like this.
  2. robregen

    robregen Administrator Staff Member

    Messages:
    8,386
    forgot to mention:
    * script to saved AC burrower in case of reset were added.
     
    Sketchy, Mechaike and Lyrina like this.
  3. Haynar

    Haynar Administrator

    Messages:
    3,637
    * Moved client position updates to previous method. This should improve the data rates at raids.
    * Fixed fall through for fear/fleeing locations, that are not connected. This should prevent mobs from running through walls when fleeing in all methods. Navmesh or Pathing nodes.
     
    Last edited: Apr 18, 2021
  4. showstring

    showstring I Feel Loved

    Messages:
    3,339
    Still same issues in Kedge with melee can't hit mob and "can't see target from here" for casters.

    Druid PoV, the monk isn't able to melee most of the time. Can see him just standing there in water, then a few swings, then stands there.
    Can't cast most of the time except for a brief moment when it lets you cast.

     
  5. Break

    Break People Like Me

    Messages:
    616
    I had a goranga Prophet flee up the wall today near AR. I was able to loot him unlike my previous post about a scout that fled in the same spot (first patch).

    I cannot confirm that this is fixed because he was the only mob that did that today. It was a good sign though.
     
  6. robregen

    robregen Administrator Staff Member

    Messages:
    8,386
    * roambox fix
     
  7. Elroz

    Elroz I Feel Loved Staff Member

    Messages:
    2,283
    Had a goranga warp under the world at the same spot. Even though it was snared and shouldn't have been moving, it kept changing its' heading and then at 2% hp it plain disappeared under world. I had to recall pets with summon companion spell so it must have gone deep under
     
  8. showstring

    showstring I Feel Loved

    Messages:
    3,339
    still random stingtooth piranhas out of place in Kedge, killing newbie tracker bots that were previously in safe locations