Log archive
The server log from before the Pantheon project, kept read-only. No new entry is added to it.
Crashtroller: out of the vicious circle, with a pet and a filling purse
Crashtroller was stuck in a vicious circle: broken weapons, no coins picked up, deaths one after another. The causes are fixed. He tamed a boar, reached level 12 and has not died since.
Crashtroller: learning to repair and taming his first beast
Crashtroller becomes the main prototype. First findings: an autopilot frozen by a teleport the client never confirmed, fully broken gear with no money to repair it, and no pet, because he had not done the hunter taming quest. All three are fixed, and the first taming just succeeded.
Autonomous players: why they were so weak in combat, and what changes
A diagnosis of their combat weakness revealed several flaws. Their talents were stuck at the first rank, and warriors and rogues ended up wielding a skinning knife when their weapon broke. On top of that came the hunters' dead zone and the loss of their pet. Everything is fixed, and a new fleeing rule is being put to the test.
Autonomous players: warriors get their stance back, plus a series of common-sense fixes
Warriors never took a battle stance: their abilities were refused over and over, and they accounted for about 20% of deaths. That is fixed, along with a series of absurd behaviours: tools sold then bought back, swimming to an island, AFK at the water's edge, looting while half dead, logging off in the middle of a camp.
Server: the cause of isolated crashes found and fixed
Four isolated crashes during the evening had the same cause, identified thanks to a memory dump: a consumed item (the last ration fed to a hunter's pet) was read again right after being destroyed. All four affected places are fixed. Guilds also get French rank names and officers.
Autonomous players: bandages actually used, safer hunting, calm logins
Crafted bandages are finally used after fights. Free hunting is limited to prey of one's own level or below, and a player logging in among monsters first moves away from them.
Autonomous players: reliable professions, livelier guilds, respected prey
A new audit fixed the early days of professions and guilds: no more mass departures to trainers, no more fruitless picking of quest plants, skinning that really works. Home inns and refuges are no longer in regions that are too strong. Autonomous players leave real players the monsters they target.
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: 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: 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.
Autonomous players: feet on the ground, spec-aware gear, no more deadlocks
Players no longer hover with arms stretched, gear up according to their spec (off-hand included) and no longer get stuck in a fight, an approach or as a ghost. A deadly route to an NPC is now avoided.
API : /api/devlog