OLD 0.2 LOG
Things I've given up on for now:
1. Making the bots/companion bots actually /sit during rest from my understanding it requires a player record for that animation. They do rest but while standing and its much faster than a player by design.
2. Making the bots try to get a relic, similar issue to /sit.
3. H̶u̶n̶t̶e̶r̶s̶(̶a̶n̶d̶ ̶m̶a̶y̶b̶e̶ ̶o̶t̶h̶e̶r̶ ̶b̶o̶w̶ ̶c̶l̶a̶s̶s̶e̶s̶)̶ ̶d̶o̶n̶'̶t̶ ̶p̶r̶o̶p̶e̶r̶l̶y̶ ̶u̶s̶e̶ ̶t̶h̶e̶i̶r̶ ̶b̶o̶w̶s̶ ̶t̶o̶ ̶f̶i̶r̶e̶ ̶a̶r̶r̶o̶w̶s̶.̶ ̶I̶'̶v̶e̶ ̶t̶r̶i̶e̶d̶ ̶6̶ ̶t̶i̶m̶e̶s̶ ̶t̶o̶ ̶f̶i̶x̶ ̶t̶h̶i̶s̶ ̶a̶n̶d̶ ̶f̶a̶i̶l̶e̶d̶,̶ ̶a̶n̶d̶ ̶h̶u̶n̶t̶e̶r̶ ̶i̶s̶ ̶o̶n̶e̶ ̶o̶f̶ ̶t̶h̶e̶ ̶t̶o̶p̶ ̶p̶e̶r̶f̶o̶r̶m̶i̶n̶g̶ ̶s̶o̶l̶o̶ ̶c̶l̶a̶s̶s̶e̶s̶ ̶r̶e̶g̶a̶r̶d̶l̶e̶s̶s̶.̶ ̶ Astra fixed it
4. ̶M̶i̶n̶i̶m̶a̶p̶ ̶m̶a̶r̶k̶e̶r̶s̶ ̶f̶o̶r̶ ̶t̶h̶e̶ ̶b̶o̶t̶s̶ ̶i̶n̶s̶i̶d̶e̶ ̶c̶a̶p̶i̶t̶a̶l̶ ̶c̶i̶t̶i̶e̶s̶ ̶a̶n̶d̶ ̶d̶u̶n̶g̶e̶o̶n̶s̶ ̶i̶s̶ ̶n̶o̶t̶ ̶w̶o̶r̶k̶i̶n̶g̶ ̶a̶n̶d̶ ̶I̶ ̶c̶a̶n̶'̶t̶ ̶g̶e̶t̶ ̶a̶ ̶f̶i̶x̶ ̶f̶o̶r̶ ̶i̶t̶ ̶y̶e̶t̶.̶ Astra fixed it
5. Darkness Falls won't be supported by the bots for now. There's some issues with it that have to be sorted out first. Also the entry when majority keeps are owned only, etc is all tricky. A simple fix would be for it to be open for all factions at all times but it's on the back burner for now.
6. Currently no plans to do anything with battlegrounds yet. Dragons lair and summoners hall could come in the future though.
Fixes/attempted fixes:
-Fixed a city of camelot no legal route stuck issue affecting over 20+ bots a time.
-Fixed an issue where savage gamebots were preferring staves and not properly queing attack styles which was resulting in them being the worst class for autonomous progression.
-Fixed an issue where console logging could grow as large as it wanted and will now only keep 2gb of logs max and the data will be rolling (this is debugging data so an LLM can look at what is going wrong for certain classes, or any stuck routes or bot pileups that occur.)
-Fixed an issue where a bot could be removed from the game after failing to travel cross zone regions and never had a way to be added back into the login queue.
-Fixed a Lough Derg -> Connacht edge case border crossing that was an isolated navmesh edge
-Improved zone-edge selection and capital service recovery for all 3 factions.
-Fixed an issue where controlled pet buffs like the bonedancers were affecting all companion and game bots in your group as well.
-Fixed an issue where Savages were not correctly using their health-cost buffs
-Fixed an issue so Savages buffs no longer cancel or stop melee attacking
-Fixed an issue where Savages were not retaining their accounts chosen weapon specialization line after a server restart and were randomly investing specialization points.
-Added extra AI layer to Savages so they prioritize damage/health buffs at high HP, and defensive buffs at low HP.
-Fixed an issue where group rendezvous attendance was improperly waiting for bots that had died or got stuck without kicking them after 15 minutes
-Fixed an issue where outdoor portal and camp arrivals were not requiring connected, walkable navmesh positions covering Connacht, Black Mtns, Jordheim, and East Svealand trouble spots.
-Fixed an issue where bone guardian sub pets did not have a buckler shield
-Overlapping SQLite autosave, inventory, and realm exchange writes stalled NPC update threads for up to two seconds at a time. SQLite writes now serialize without database retry storms. Bots now save 32 at a time every 2 seconds for 4,500 over 141 patches in 4min42s instead of all at once. Inventory & Equipment changes remain priority. (In an attempt to stop server lag)
-Fixed an issue where bone mages would try to move and cast at the same time and will now ignore formation movement while casts are pending.
-Intentional bot zoning/teleporting now uses a reentrant transfer scope, preventing nested callbacks from falsely logging bots out. (in an attempt to stop server lag)
-Bot brains no longer attempt a return-to-spawn teleport while their owner is already transferring regions. (in an attempt to stop server lag)
- Successful transfers preserve registry membership, watchdog progress, and active goals. Failed transfers still use the existing safe requeue path. Watchdog recovery location/goal updates now use the asynchronous persistence queue instead of rewriting unchanged inventories on the NPC thread. (in an attempt to stop server lag)
-Fixed stale elevation issues at Connacht/Shannon, Salisbury, and Pheuloc (stable master).
-Fixed Jordheim obstruction during maintenace task
-Fixed an issue where Berserkers were not using Berserk and gaining the vendo form along with it.
-Overhauled bot faction and local banter to be more positive and relevant.
-Fixed an issue where gamebot spiritmasters pets would use their intercept ability on the player and not the gamebot owner.
-Fixed audited floor-height drift around Salisbury Plains and the Shannon/Pheuloc route without globally changing NPC movement.
-Added a validated escape from the isolated Connacht/Tir na Nog arrival surface.
-After normal local recovery fails three times in the same small area, only the affected autonomous bot is moved to valid realm ground and resumes the same goal.
-Fixed rendezvous timeouts cascading onto members after formation slots change.
-Fixed an issue where savages were not properly using followup anytime attack styles and were focusing their specialization points in Savagery which was resulting in them still being the worst autonmous class by a long shot.
-Bot inventory saves are now done in 32 bot batches instead of large transactions per bot (in an attempt to reduce server lag)
-Training tasks use the durable persistance queue instead of holding the bot brain thread for several seconds at a time. (in an attempt to reduce server lag)
-Fixed an issue where bot pet equipment was causing constant database lookups instead of being cached per pet. (in an attempt to reduce server lag)
-Launcher logging now buffers instead of flushing every line at once. (in an attempt to reduce server lag)
-Overhauled launcher, splash screen, and added experience rate toggles split between player and bot progress to the launcher that can be changed while server is not running. Launcher will now auto refresh every 5 minutes so bot progress can be seen at a glance. Enter realm now automatically lights up when server is ready for you without needing to spam refresh. Multiple misc enhancements made to the launcher.
-Removed /travel, /go(deprecated), and the non-working /bot mode from the game. /tc, /mobs & /mobs x (level) /tele mob x, /grind, and /spawn commands remain in place.
-Gave up on trying to get companion bots to visually sit while resting. Similar to how they can't take relics in RvR it's a hard coded limitation. The client expects a player record while sitting which the npc based gamebots don't have.
-Fixed an issue where /tele mob x (where x = mob name) and if they are in a dungeon it was improperly teleporting you inside the dungeon entrance not nearby.
-Added a feature to the launcher where you can right click a bots name and Teleport to them without having to type the /tele x where x is their name command
-Fixed an issue where shadowblades and hunters were equipping staves
-Fixed an issue where hunters, and ranged pet classes were not properly moving up and engaging targets at range alongside their pets.
-Fixed an issue where level 15+ bonedancer gamebots were not properly summoning sub pets if they had the specialization points to do so
-Fixed an issue where bots were not properly using their weapon choices resulting in them standing there doing nothing with no fallback. Melee classes should no longer equip staves excluding friar. If no valid weapon exists for the class the bot will now generated a class valid fallback weapon instead of being stuck.
-Fixed an issue where bots were not properly starting their rest mode after being out of combat for 2 seconds
-Fixed an issue where group formation was created and then the slot became disconnected and travel was reported without a viable path.
-Fixed an issue where shadowblades and hunters could still have staves
-Fixed an issue with Hunters were they were not waiting for an arrow shot to go off and were spamming it
-Fixed an issue where healer/buffer classes could transfer their group only passive behaviors into solo leveling and never kill monsters solo.
-Fixed an issue where invalid offhand weapons were allowed to exist causing classes like savages to not have an offhand equipped.
-Applied second fixes to failsafe weapons, melee classes preferring ranged over melee, melee classes using staves incorrectly, and bot resting regen not triggering because of stale aggro cache.
-Fixed an issue where some melee bots were counting only having an offhand such as a shield equipped as viable for combat
-Fixed an issue where hunters were still using staves for the third time
-Fixed an issue where pet classes were not resummoning pets after entering a dungeon
-Attempted to enhance dungeon aware corridor clearing to prevent bots from running into packs of aggressive mobs and dying
-Attempted to resolve hunter gamebots not properly letting their bow and arrow fire shots.
-((MAJOR FIX)) Taking damage now forces traveling gamebots to defend themselves instead of stopping and letting the monster kill them always also gamebot pets will now properly defend their owners
-Attempted fix to assign a leader to a group and leader or tank pulls and groups move as tight knit formations. Groups in V0.1 have almost always failed to do anything meaningful. Leader moves to level relevant town and then the rest of the group meets up on the leader. Groups with one player only will now automatically disband and issue a solo task.
-Attempted fix for group viability, groups will travel in formation around leader, will defend themselves as a group when attacked on the way to grind spot, leader will wait until power/end/hp is full for every group member before resuming travel to the grind spot, and will wait for recovery between each pull too. Dungeon corridor clearing before moving on logic will apply to groups as well.
-Bow using gamebots should no longer receive melee follow orders that interrupt bow draws.
-Applied fixes so leaders could actually reach staging points within 38 units instead of generic 190 unit approach distance that was causing a 171 unit range stall and added a 20 minute watch dog timer so if leader does not stage within 20 minutes group disbands and receives solo tasks instead and its logged.
-Applied like the fourth fix to hunters not properly using their bow and arrow, potentially narrowed down to pet buff maintenance ai turn triggering during ranged combat. Pet upkeep can no longer seize the gamebot owners combat turn once either pet or hunter has an active target.
-Applied the fifth attempt to fix hunters not properly using their bow and arrow and additionally a bug that lets hunters walk around with no pet
-Applied a fix that should stop groups from existing without a leader, and an invalid 0:00 meetup timer on the launcher
-Sixth and final attempt to fix hunters using their bows if this one doesn't work im moving on from it they're already some of the highest level automated classes anyway I'll come back to it another time. Traced this fix to a weapon-switch routine refresh (they still dont draw their bow and shoot I give up on them for now)
-Fixed an issue where a town group meetup spot could be labeled as "bind point"
-Fixed an issue where dungeon clearing could cause invalid route issues
-Implemented a change where gamebots will scan for same named monsters to grind while at a grind spot instead of camping a single spawn point and will rest for hp/end/power(ifapplicable) before choosing a new target.
-Additionally attempted to fix an issue where if a gamebot was assigned a new task while inside a dungeon it could not clear routes to get out.
-Fixed a connacht routing issue affecting over 50+ bots in an overnight run
-RvR overhaul groups 1-8 will now meet up at their realms border keep before heading into active rvr zone roaming. RvR patrol routes are randomized to prevent repetition. RvR groups will collapse on enemy groups without worrying about pve group rules such as pullers and tanks. Higher level avg warbands retain chance to attempt a keep taking. Other warbands can answer the call and join in. Participation is capped to prevent the entire rvr zone from collapsing onto a single keep event. Leaders of warbands can purchase a ram kit, consume it, deploy ram, and attack guards, doors, and lords (untested behavior).
-Fixed an issue where bots were trying to assault keeps under level 35, failed to buy siege weapons, and never checked for free inventory slots or coins to afford the kits first.
-Fixed many RvR failed routes.
-Fixed a disconnected Connacht mesh that was causing bot pileups.
-Fixed an issue where a bot could be recovered to capital city via the watch dog and never receive a new task.
-Astra GPT 6 Overhaul on server AI optimization made the bots use 75% less resources while functioning so now more are available with less strain on server and there is more overhead for more advanced features later such as dragons lair, summoner's hall or crafting.