Log archive
The server log from before the Pantheon project, kept read-only. No new entry is added to it.
Panel: total CPU cost of virtual players
The CPU percentage shown will be the worldserver's usage minus its idle usage, indirect cost included (zones and creatures kept active, update broadcasting).
mod-free-will now measures what virtual players cost
The module counts the CPU time spent on virtual players and the memory added since world startup; the "AI status" panel shows these values.
Panel: virtual player count and resource usage
The "AI status" panel shows how many virtual players are online in autogaming and the share of the server's CPU and memory they use.
Mortality: 42 % of deaths happened on the way, and Gerard's water can be bought
Analysis of 362 deaths in an hour: 151 on the way to an NPC (vendor, quest, class trainer), the rest concentrated on a few objectives. The deadliest: “Refreshing Spring Water”, the water Gerard asks for, sold by the innkeeper but also dropped by 241 kinds of monsters — which autonomous players went hunting. They now buy it, no longer set off half-dead, and only take on rare monsters with a level lead. Every death is now logged with its killer.
Movement: player-like paths, no more cliff shortcuts
Autonomous players now compute a route a human could take: no slopes beyond 50°, and steep slopes are avoided whenever possible.
Panel: "Player online in autogaming"
The character block in the "AI status" panel is now titled "Player online in autogaming".
"AI status" panel: Crashtroller's activity live
The panel now shows the character played by the server: level, zone, current activity and immediate goal, refreshed every minute.
AI status: observing now outranks editing
While the worldserver runs and autonomous players are active, the panel shows "observing", even during editing or thinking.
AI status published automatically
A system service now infers the AI's state (building, deploying, editing, thinking, observing) and updates the "AI status" panel every minute, counters included.
Zalduun, the wreck and the last few metres
The watchdog flagged three draenei “no progress for 21 minutes” while turning in “Urgent Delivery!”. Zalduun lies in the wreck of the Exodar, off the navigation mesh: they stopped 13 m away, out of interaction range, and retried endlessly. The last off-mesh metres are now walked in a straight line when the view is clear, and an impossible approach is given up for a while.
Why hunters never bought arrows
The previous fix's emergencies exposed it: 1,164 vendor visits in 20 minutes, and still 5 hunters without arrows. Vendors sell in lots: rough arrows come by 200 for 10 copper. The brain asked for 200 lots (2,000 copper). Fixed, and emergencies are now at least 3 minutes apart.
The death spiral: broken gear and empty quivers
Why did some keep dying more and more? Each death wears gear by 10 %; Crashtroller was down to an axe, a bow and armour at zero durability, without a single arrow, with 4 silver. And 5 of 12 hunters had no ammo left. Arrows and repairs become emergencies, broken pieces are replaced by what is left in the bag, and objects guarded by a monster too strong are avoided.
Mortality broken down by class and zone, mounts for level 20
Death review of a hundred players: draenei and blood elf zones have almost none, Mulgore has 80 for 9 tauren; paladins and shamans survive, druids, hunters and warriors fall. Druids now cast instead of swinging their staff, and nobody starts a fight below 80 % health (or 50 % mana). The tauren lost in Feralas made it home. Anticipating: mounts at level 20 and a fallback entrance into dungeons.
Travelling like a player: gryphons, hippogryphs and portals
Anticipation: around level 10, everyone will have to leave their starting zone, and some are islands (Teldrassil, Azuremyst Isle). Autonomous players can now discover flight points by talking to flight masters, take a multi-hop flight to a known flight point, and use a portal when the destination cannot be reached on foot.
Crowded caves: night elves learn caution
In Teldrassil, the mushrooms for “Iverron's Antidote” grow in a cave full of spiders: young night elves died there in a loop and their ghosts got stuck in the tunnels. Careful gathering, giving up after two deaths now actually works, and a stuck ghost goes to the spirit healer.
Reading how dangerous a place is, like a player looking at name colours
Level 2 tauren died to level 6-7 cougars and stalkers prowling near the plainstriders they hunted, and two others, lost in Feralas, never made it back. The brain now estimates a place's danger from the hostile monsters found there: it avoids spots that are too dangerous and goes home when lost.
A hundred players, ten minutes, 309 quests — and tauren lost in Feralas
First large-scale report: in ten minutes, 309 quests turned in and 128 levels gained. But competition at the Mulgore starting camp revealed a flaw: when all nearby plainstriders were taken, level 2 tauren went looking for meat… in Feralas, a level 40 zone. Quest objectives are now limited to creatures of one's level, targets in the middle of a group are avoided, and a deadly quest is set aside.
One hundred autonomous players: the Alliance arrives, the Horde grows
95 new characters join the realm, played by the server: 50 for the Alliance (humans, dwarves, night elves, gnomes, draenei) and 45 more for the Horde (orcs, undead, tauren, trolls, blood elves). With the first five, 100 autonomous players, 10 warriors and 10 priests per faction so the Dungeon Finder can form complete groups.
The watchdog was right: Velyssa could no longer face her enemy
First useful monitoring alert: “Velyssa no progress for 20 min, fighting Meven Korgal”. The cause: monsters standing inside the character (distance 0), for which the server refuses spells as “target not in front”. A caster now steps back when a monster overlaps it. Log rotation added.
The mage finally casts: one turn too many broke every Fireball
Morvane stayed stuck on “global cooldown”: every Fireball started then got interrupted at once, because the brain turned the character towards its target right before casting, and a turn is a small movement spline. The brain now only turns when the target is not in front, and never casts while moving. Morvane now chains quests and kills. Also new: the hearthstone is bound to the inn of the camp where the character settles.
API : /api/devlog