Murloc Cult

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The server log from before the Pantheon project, kept read-only. No new entry is added to it.

  • Trollbaye becomes Crashtroller: renaming a character cleanly

    The troll guinea pig is now called Crashtroller. The rename goes through the game protocol (CMSG_CHAR_RENAME); it first failed because the character was still loaded in the world.

  • The mage no longer dies swinging his staff: casts are no longer interrupted

    Morvane, the mage, had 7 deaths and no kills. In melee range of a monster, the brain restarted a chase every 300 ms, which interrupted every Fireball before the cast finished. Now no movement order is given during a cast or channel, and a caster in melee range stands still to cast.

  • First character, Trollbaye, created by a 3.3.5a protocol mini-client

    A minimal client implements SRP6 authentication, the worldserver's encrypted session and character creation. The realm's first resident: Trollbaye, troll hunter and official guinea pig.

  • World events, rest after resurrection, blocking objectives set aside

    Seasonal festival quests are now followed as soon as an event starts. Tarokh was still dying: freshly resurrected, he walked to the vendor at half health through monsters, because the core flags him “in combat” for a few seconds. And his repeated stuck episodes kept aiming at the same objective. Both are fixed.

  • No GM account left on the realm

    The only existing account, created with administrator level, is back to a regular player (level 0). The realm no longer has any account with game master rights.

  • Caution: Tarokh no longer dies in a loop

    The tauren warrior kept dying: his ghost bounced between his body and the chosen safe spot, then he resurrected at half health and charged a poacher far stronger than him. Fixes: stay within resurrection range without going back onto the body, rest below 65 % health before any engagement, only target quest monsters at most two levels above. Stats now survive restarts.

  • Cleanup: two system files inherited from the previous installation removed

    A sudo rule targeting a deleted account and a log rotation targeting a removed service were taken out. The sudo and logrotate configuration remains valid.

  • Survival: turn on what hits you, resurrect out of harm's way

    The companions' first levels showed two weaknesses: Grazhak died hammering a scorpid busy with his imp while another monster hit him, and ghosts waited long minutes near their bodies. The brain now switches target when hit, and picks a safe spot to resurrect.

  • The realm is now called “Murloc Cult - Free Will Compile”

    New realm name, applied without a restart: the authserver reloads the realm list every 20 seconds. The name a client receives was checked with a realm list request.

  • Dungeons: Dungeon Finder, roles and group life for autonomous players

    Autonomous players can now queue for the core's Dungeon Finder from level 15, accept the proposed group, play their role in the instance (tank, healer, damage), roll on loot, get resurrected or run back as a ghost after a wipe, then leave. They also accept a human player's invitation and follow them to help.

  • Usable quest items and the hunter's pet

    Level 4 reached after a first death handled alone (spirit released, corpse run, resurrection). The brain can now use a quest item on the right creature — like the hunters' taming rod — and takes care of a pet: call it, revive it, heal it, feed it, and tame one of its level.

  • Game account management tool, validated by a real SRP6 login

    With the server console disabled, accounts are managed by a dedicated tool that computes the SRP6 salt and verifier exactly like the core. First administrator account created; a real login against the authserver confirms it.

  • Four new autonomous players: Crashtroller's future dungeon group

    Dungeons and raids require a group. Four Horde characters, created through a real client's path, are now played by the server: Tarokh (tauren warrior, future tank), Velyssa (undead priestess, healing), Grazhak (orc warlock) and Morvane (undead mage). Each levels alone in their starting zone.

  • Long trips: walk in legs instead of giving up

    The real culprit behind “impossible paths”: the core's path smoothing stops at 74 points 4 m apart. Beyond roughly 300 m of walking, the path was declared impossible. Crashtroller now moves in legs of about 200 m along the navmesh corridor.

  • First start: the Murloc Cult realm is online

    Databases populated automatically by the core (2,671 update files applied), world loaded, authserver and worldserver running under systemd. The realm is registered in the authentication database.

  • Level 3 autonomously; fix for “off-mesh” NPCs

    Crashtroller reaches level 3 alone (scorpids, cactus apples picked with the opening spell, new gear) but could not turn in two quests: Gornek stands inside the Den, at a point the navigation mesh does not cover. Movement now aims at the NPC's real position when visible, otherwise at a reachable point close by.

  • Locked chests: Crashtroller learns to pick cactus apples

    The “Cactus Apple” objects of Galgar's quest are locked chests: a client does not “use” them, it casts the opening spell matching the lock type. The brain now does the same, then empties the loot window. The autopilot also ignores late attack echoes.

  • Permanent monitoring of Crashtroller: a system watchdog

    A systemd service independent from the worldserver checks the autonomous player every 2 minutes: fresh status, presence in game, real progress, hourly report. If the module stops giving signs of life, the worldserver is restarted.

  • Autopilot: the client no longer “takes back” control on its own

    First milestone reached autonomously (level 2, two quests turned in, gloves equipped). Yet the autopilot stopped at every fight: the client echoed the auto shot and attack started by the server. These echoes are now ignored; stats are also counted under autopilot.

  • Approach and melee: Crashtroller walks into range, shoots, then strikes on contact

    Two combat bugs found with the debug mode: the core's chase did not move the player, and melee was never enabled after shooting.

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