Autonomous players: wearable rewards, decluttered bags, hunting on the right floor
Players picked quest rewards they could not wear (a priestess took mail armour). They now pick a wearable item and sell unusable ones. They no longer keep chasing monsters on another floor of a mine.
- Commit
- a6dcda1
- Build
- Build success (0 min) · Target worldserver
Gear
- Quest rewards: the server check used does not verify weapon or armour proficiency, so a priestess could pick a mail vest or a shield and a warlock a mace: over 700 unusable rewards cluttered the bags. Proficiency is now checked, group loot rolls included.
- Selling: these unusable items (over 1,100 in total) were never sold. They now are.
- Small upgrades: the margin required to swap items was too high since the new scoring. Modest but real upgrades are now equipped.
Hunting
- A monster close by horizontally but 8 m above or below (another floor of a mine) is no longer targeted.
- Three targets abandoned within 10 minutes and 40 m: the player avoids that spot for 30 minutes.
Mortality
Two deaths on the way to turn in or pick up the same quest: the NPC is set aside for 2 hours, time to gain levels, instead of being retried every 30 minutes.