diff --git a/changelog.txt b/changelog.txt index cf052e03d..b0df4474f 100644 --- a/changelog.txt +++ b/changelog.txt @@ -1,5 +1,32 @@ EQEMu Changelog (Started on Sept 24, 2003 15:50) ------------------------------------------------------- + +== 12/30/2018 == + +Akkadius (KLS): + +# NPC Movement Overhaul + +"Recently, we landed massive changes to pathing logic (Navmesh) with NPC's that took a while to iron out but has been + an immensely positive addition to the EQEmu server core. With that, it's made us realize how much some related + functionality needed to be addressed and that involves "NPC movement logic". We've been needing to address + NPC movement logic for years as it has been fragmented and inconsistent all over the code which has made + fixing actual movement related issues a nightmare. There are many other technical things that we can go + into about it but the important part is that it is much improved! Special thanks to KLS for putting in a + lot of work to make this happen" + + - NPC's should now smoothly path between source and destination, rather than "skipping" all over the place between + path points and sending sometimes several position updates, there should only be one update until NPC + changes heading or speed + - NPC pathing during flee and fear should be far improved + - NPC pathing inside of water should be far improved + - NPC transitions between water and land should now be seamless + - NPC transitions over verticals (hills) should be smoother as well + - NPC "Stuck" logic during path finding should be improved + - NPC Z coordinate plane correction now occurs during path calculation projection properly (as it should) instead of + brute forcing the current Z location along different path projections + - Example: https://bit.ly/2Ssn4Yp + == 12/16/2018 == Akkadius: - Implemented: Global Base Scaling: https://github.com/EQEmu/Server/wiki/NPC-Scaling