New maps and movements of NPC version 2.0
Here we go. New maps. Once deployed a year ago and now completely reworked from scratch, it took another year, but we finally came to the final version verzi version 2.0. The system that launched the first big wave of departures a year ago because it was not fine-tuned, because the biggest problems in my personal life came just after the deployment of this system and there was no time to tune them and the server was left to fall, falling players after using fear into textures and other errors, is here again. However, all known and reported bugs have been fixed, the system has been completely redesigned and now completed at least from our point of view of code. What's going on? This is a new NPC movement system depending on the terrain and surrounding objects. What does that mean? Mobs and artificial intelligence will finally start to look for available paths that the player himself could take, which in practice means that if there is a gap between you and the mob, he will not go the shortest distance to you no matter what is between you, but he will find a suitable path, if there is one. No more strange walking through the air and over a straight line, but depending on the surroundings. This system is not at all a simple matter and has been developed for several years by several people + another year from us and will affect almost all systems in the game. Thus, the behavior of bosses, spells and others and it is necessary to transform all similar systems into a new one that seems to work at first glance. There will also be “hacks” in systems that had to be done temporarily before the system was put into operation, and these temporary solutions will now manifest as weak or poor functionality of these systems. That is why it is up to you to put it together. The given system affects more than it might seem ovlivňuje for example, random walking in fears depending on the surrounding objects, the functionality of “charge” spells, mob evade, instance, walking NPC, behavior of pets, minipets, etc. There is not much, but certainly nothing that we could not handle. This system will also allow us to finally enable instances such as Violet Hold, Icecrown Citadel (Syndragosa, Gunship event and others) where new map and walking systems are needed or make new arenas and their mechanics available. Not only that, NPCs and mobs will walk naturally and by the rules. I hope I’ve at least brought this change a little bit closer to where we’re putting it now, and I hope it all goes without any major complications that could make you uncomfortable playing.

Please note that this is one of the most extensive systems and its deployment was no longer a walk on the pink path, we expect errors especially where due to otherwise functioning maps were deployed hacks (EoE, ToCr instances), some spells or even areas (battlegrounds). However, we will gradually tune these things with player reports and joint efforts. Since maps are the basis of the whole game and we are now modifying them, it is not possible to catch all cases and we expect problems, instability and more at least in the beginning. But as always, we will fix it. What has changed since the version 1.0 – 2.0 ?

1) Version 2.0 took over a year to build, is fine-tuned and boasts 100% better condition than the previous version in terms of stability and functionality, worked even older GM, me and sometimes someone from Trinity
2) It was rewritten to 1 million lines of code, so it is not a day-to-day or hour-to-hour repair, but a gradual work day-to-day for the whole year
3) Fixed the basic shortcomings reported from version 1.0padá falling into the textures after using fear, problems with the pet system (this part has been deployed in the past for three months and the pet system has been significantly revamped and improved because of this), mob evades in crisis and inaccessible situations and many more
4) In case we need to fix something in the map system globally and extract the maps again, it will take less than three hours of extraction thanks to the improved algorithm of extraction of new maps vylepšen Sebastian
5) In the event that anything went wrong, there were problems that require time, we have created in the new version the possibility of completely blocking the new map system without the need for new extraction and thus complete shutdown of the system with just restarting the server in case of problems without any effect on the environment (just maps will behave similarly to before the deployment of new maps) and will not affect the surrounding systems in any way
6) We have added a system that allows you to turn off new maps only in specific areas souvisí related to the previous case souvisí i.e. only on certain maps or in certain areas


So much for version 2.0 verzi it wasn’t easy and it won’t be in the next few days, we’ll tune in like every big system we’ve deployed in the past. Therefore, please be patient, we also have to have it, we have a schedule and regular deployment of repairs see the previous news, so take note of all these facts, wait for problems, but expect that we will also fine-tune them and with your help, complete reports with as many details as possible it will be a breeze. The modified code will later go into the Trinity public code series and we will not be alone in tuning, because we do not want to have our own sandbox, but we do it for fun and for the players. We are not in the game right now, so mention every detail in the reports for each report. Thank you for your understanding and here we go. I've taken the liberty of making a small list of corrections in addition to the new map system.

Repairs
24.2.2013 – 12:00
1) Added new map system version 2.0
2) Updated sub-systems associated with map updates (pets, some spells, and many more total to thousands of changes)
3) Fixed perhaps a million compilation errors after real deployment of the new map system on the server
4) Updated ZulGurub instance + its complete restructuring
5) Updated times of all events for 2013 (according to the USA calendar)
6) Fixed the following quests: Lefty Loose, righty tighty, Reconnaissance Flight, Catching up with Brann, Wrangle Some Aether Rays!, No Mercy for the Captured, Something Stinks, Pilfering Perfume, Hot On The Trail, The Collapse, Deploy the Shake-n-Quake, Kodo Roundup, Quergo's Gold, To Bor'gorok Outpost, Quickly!, Hellscream's Champion, Blood Oath of the Horde, Gather the Orbs,
7) Fixed problems with the boss Twilight Lord Kelris
8) Maybe finally fixed problems with Arena UI
9) Added check that the results of the arena table after the end of the arena will show a fix to all without exception
10) Fixed problems with not using spells on pets after follow/passive command and then attack command
11) Better follow the master of the hunter pets and change the speed of their movement depending on the owner + compatibility with new maps regarding this part of the code block
12) Fixed changing weapons in the equipment manager if both weapons are unique and it was necessary to take out the old one and put on a new one (now fixed)
13) Fixed problems with server downtime after the server restart/fall countdown in the game
14) Fixed Bloody Breakout quest issues for DK
15) Fixed cases where players traded, collected money and other cases from the mail and crossed the gold cap during this action and lost golds přišli the check is now calculated before the event and will disable it in time
16) Fixed Achievement Flirt With Disaster + Extended Achievement Love
17) Fixed event bosses structure for Love event hrub gross correction of visible things, attacking etc., script is year old, needs more tests from players if needed
18) Fixed really random and rare deletion of items from backpacks or mail for some players (1 out of 1000) when the wrong variable was used when deleting (this error has been here for more than two years) thanks to new maps was found and fixed
19) Fixed correct cooldowns for Val'anyr and Hammer of Ancient Kings items
20) Added edits for vehicles from past fixes for proper functionality for WG and SOTA pvp areas stále still no final edit
21) New fog has been added to the weather and applied to the appropriate areas

25.2.2013 – 09:00
22) Fixed getting current data from bosses for the Love event and thus their correct status - changes in aggression and attacking/non-attacking for all three bosses
23) Re-added I Pitied The Fool achievement temporary fix after achievement data update from official servers
24) Fixed boss moves on dynamic object/floor in ToCr instance for all bosses in this instance
25) Fixed already for all players achievement Flirt With Disaster - not only for complete newcomers but also for players with partially fulfilled achievements from the past
26) Re-enabled after reconstruction on new SOTA battleground maps
27) Added again a slightly better system for calculating From the coordinates of all mobs and bosses around the world, so that artificial intelligence behaves again a little better in terms of their movements + small adjustments for petitions (still WIP - Work In Progress)
28) Fixed cases where artificial intelligence was constantly searching for a way even after stopping or changing the indirect direction, and this resulted in a cycle of an individual, strange behavior and non-aggression
29) Fixed quest The Lonesome Watcher
30) Fixed two possible server crashes after deploying previous fixes
31) Make sure that the balls at Valkyr always have the same speed
32) Fixed multiple one-to-one spell calls on the penultimate boss in the Nexus instance, which led to client chopping
33) Fixed spell Rune Strike

27.2.2013 – 04:00
34) Added additional modifications to NPC moves: Rewritten completely code for evade mobs - now should not crash when they do not have, fundamentally modified NPC moves in connection with the player in the area especially with multiple targets, added better control of NPC movement every tenth of a second for correct selection of position in every situation, added distance controls every time changing routes including objects, added better implementation of charg
35) Added another fix for the event boss, rewritten functions on the status control of all bosses after the last changes, bosses now react correctly after collecting and submitting the daily quest
36) Fixed teleport position + event bosses door
37) Improved system of pet movements in water
38) Reduced the maximum possible number of points along the route, so that it does not happen that the mob constantly searches for a path in a circle
39) If artificial intelligence is in evade mode, it will no longer come to the aid of others in the neighborhood and will not cause a fight jam
40) Added better kick-off feature and subsequent calculation of the correct kick-off position (wow that math)
41) Fixed quest There's Something About the Squire
42) Fixed server crashes caused by old auras and auras, which were used mobs with large unique IDs in the database and exceeded the size of the variable and the server crashed, other fixes regularly on Saturday! see news about schedule and regular delivery of repairs

7.3.2013 – 06:00
43) Again improved path search system for mobs and bosses especially in instances - could fix champions in TOCr - needs tests
44) Temporarily closed instance of EoE - deployed script from Sebastian and me - tests will take place on Saturday at the earliest
45) Updated TeamSpeak server, we recommend to update your clients to the latest versions for security reasons
46) Updated Linux kernel to the latest version
47) Fixed Hira Snowdawn
48) Added better support for vehicles (test fix)
49) Maybe fixed freezes at Kael'thas Sunstrider
50) Fixed possible crashes in some vehicle situations