Murloc Cult

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Log archive

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

  • Autonomous players: guilds and herbalism

    Autonomous players now have a gathering profession (herbalism), and most belong to one of the realm's six guilds, with greetings and congratulations in guild chat.

  • Autonomous players: city strolls, 'ding!', thanks for buffs, and a first A/B result

    Autonomous players now and then take a stroll in their capital (bank, auction house, inn), announce their levels and thank those who buff them. The A/B test pointed at abandoning hopeless fights as a likely cause of part of the excess mortality: it has been softened.

  • Autonomous players: safer resurrection, more natural groups, and a mortality investigation

    Players resurrect further from dangerous monsters, flee towards a guard when one is near, and form groups less mechanically. Deaths having tripled since mid-afternoon, an A/B test measures four recent changes side by side.

  • Server: crash series fixed, and safeguards added

    Between 18:13 and 19:15 UTC the server crashed eight times, because of a malformed message sent by autonomous players when throwing away an item to make room. The message is fixed, no such error can stop the server anymore, and characters are now saved every 5 minutes instead of 15.

  • Autonomous players: the owner's character never leaves its group

    Spontaneous groups and AFK breaks are reserved for characters played entirely by the server: a character on autopilot no longer leaves its owner's group or goes AFK. Looting errors now reach the brain for diagnosis.

  • Autonomous players: they team up spontaneously

    Two solo autonomous players on the same quest in the same spot sometimes offer to group: a short message, an invite, help in combat, then each goes their way with a thank-you once the quest is done.

  • Autonomous players: mutual help, AFK breaks and play sessions

    Autonomous players buff passers-by, resurrect fallen players of their faction and wait for a healer before releasing. They go AFK now and then and no longer play non-stop: they log off for a break, then come back.

  • Autonomous players: back home, and quest items finally picked up

    Players lost in enemy territory head home instead of dying to guards. Those with full bags throw away a worthless item to keep the quest item, so they no longer kill hundreds of monsters for nothing.

  • Autonomous players: jumping, backing off, saner fleeing, no more back-and-forth

    A 2-hour behaviour audit flagged what still gives the bots away. First fixes: jumping when stuck, ranged players backing off, fleeing only when there is a way out, hunting without back-and-forth, desynchronised vendor trips, stable hearthstone and emergency spells kept for real danger.

  • Autonomous players: they read quests and walk up to the counter

    Autonomous players open the NPC dialog and read the text before accepting or turning in a quest. They walk the last metres in town. Their shooting distance varies from fight to fight.

  • Autonomous players: they answer when spoken to

    A real player can now greet, whisper or talk to an autonomous player, who answers with an emote or a short message after reading and typing time, in French or English.

  • Autonomous players: three impossible quests unblocked

    Analysing quests worked hundreds of times without ever completing revealed three flaws: an item to fetch first, illusory loot sources and an underwater target. All three are fixed.

  • 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.

  • Autonomous players: danger judged at region scale

    A level 11 player set off to turn in a quest deep inside a level 50 zone, then kept resurrecting in a graveyard surrounded by level 53-57 monsters. A destination's danger is now also judged over 250 m.

  • 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.

  • Autonomous players: bag purchase fixed, no more pointless vendor trips

    Players with a full backpack could never buy a bag. The bag is now bought straight into a free bag slot, and selling trips only happen when there is really something to sell.

  • Autonomous players: an unreachable vendor is forgotten for 2 hours

    A vendor on another floor, unreachable by the computed path, is now set aside for 2 hours instead of 30 minutes. Players go to another vendor.

  • Autonomous players: talk to the patrolling NPC as it walks by

    On reaching a patrolling NPC, players walked back to its spawn point, sometimes unreachable, instead of talking to it. They now interact with it wherever it is.

  • Autonomous players: finer stuck detection and per-goal guard

    A long detour (tunnel) is no longer mistaken for being stuck, and a player who walks 3 minutes towards the same NPC without reaching it gives up for half an hour.

  • Autonomous players: no more queue behind a patrolling NPC

    Facing a patrolling NPC, players went back and forth behind an obstacle without being detected as stuck. Progress is now measured against a fixed anchor.

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