Autonomous players: feet on the ground, spec-aware gear, no more deadlocks
Players no longer hover with arms stretched, gear up according to their spec (off-hand included) and no longer get stuck in a fight, an approach or as a ghost. A deadly route to an NPC is now avoided.
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- 5745ab1
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Movement
Path points were sometimes a few centimetres above the terrain, making the client play the falling animation. All points, corners included, are now snapped to the ground every 2 m with no offset.
Gear
- Stat weights follow the levelling spec (Enhancement shaman: strength and agility; Balance druid: intellect and spirit).
- Item level weighs less, so useful stats matter most at low level.
- Off-spec items are penalised, as are held-in-off-hand items for melee fighters.
- The off-hand is now evaluated for dual-wielding classes.
Deadlocks removed
- Endless fight: 45 s without anyone losing health, or a target never engaged: the player drops it and moves away.
- Caster out of mana: switches to melee instead of standing still.
- Patrolling NPC: the stuck detector now tracks the goal, not the target's position.
- Stranded ghost: when neither corpse nor spirit healer is reachable, return to the graveyard, like a real player's unstuck service.
Mortality
Two deaths on the way to the same NPC (vendor, quest turn-in) within 30 min: it is set aside for 30 min instead of being retried after every resurrection. The death streak now survives restarts.
Quest turn-ins unblocked
The danger estimate counted dummy creatures from the Hallow's End event (invisible, level 70, inactive today) around quest givers in several villages, so finished quests were never turned in. Triggers, unselectable creatures and inactive event spawns are now ignored.