Autonomous players: complete purchases and steady quest objectives
The server reported failure for successful purchases: one stack of food or arrows per visit, no bags, mounts taken for failures. Success is now judged by the purse. Players no longer zigzag between two objectives of the same quest.
- Commit
- 17f6f1a
- Build
- Build success (0 min) · Target worldserver
Purchases
For unlimited-stock items (almost everything vendors sell), the server's purchase function reports failure even when the purchase succeeded. Three flaws followed:
- only one stack (5 breads, 200 arrows) bought per visit instead of the wanted amount, hence more frequent visits and hunters running out of arrows;
- the bag bought (and properly equipped) was taken for a failure, blocking another try for 30 minutes;
- buying a mount was taken for a failure and the vendor was set aside.
Purchase success is now judged by the money spent or the item count going up.
Quest objectives
A player could waver between two objectives of the same quest (boars or bears) depending on the nearest target at the time. They now commit to the chosen objective for 3 minutes: another objective wins only if it is twice as close.