* The server now refuses to start if any JSONs fail to load
* Mobs now take height into account when losing aggro on a player
* Mobs now aggro on the closest player in range, rather then on the
earliest one to connect to the server of the ones in range
* /summonW now works in IZs and Lairs as well
* Lowered the extra height that mobs spawn at with /summonW to prevent
glitching problems
* Replaced bad exception logic with C-style error returns in ItemManager
* Removed unnecessary instances of objects being passed by value
* Fixed whitespace problems
* Added new config options to the default config.ini
* Updated tabledata reference
* FM, Taros and Boosts awards from killing mobs should be pretty
accurate now. A temporary formula for adjusting player/mob level gap is
implemented, but it will probably need to be adjusted in the future
* Mobs now drop correct crates
* Crates can be opened and give you correct items This includes
regular mob crates, world boss crates, mission crates, IZ race crates,
E.G.G.E.R.s, golden Eggs, and Event Crates. Keep in mind that neither
IZ races or golden Eggs are implemented, but if you spawn such a crate
it can be opened.
* All data is read from a json file, for which I'm going to release a
tool soon so it's easily adjustable
* There is a new setting for enabling events, which enables dropping
extra event crates These are Knishmas, Halloween and Easter
The first two fixes were caught by infer. The Big Bug(tm) remains
unfixed.
* Fixed the Leech nano power
* Fixed an unlikely nullptr dereference in ItemManager
* /toggleai now makes mobs retreat immediately, instead of waiting for
their next movement tick
* Static path mobs will now stop in place instead of retreating to
their spawn points when AI is disabled
* Changed the misleading config option name from "chunksize" to
"viewdistance", since it's actually only a third of the chunk size
* Mobs now retreat to where they were when they were roaming; not their
spawn point
* /toggleai still sends them back to their spawn point however
* Fixed a bug where mobs would respawn where they were killed instead of
their proper spawn point
* Fixed mobs roaming despite simulatemobs being set to false
* Updated tdata submodule
* Mob roaming is now integrated into the TransportManager
* Doubled the roaming distance, since it was clearly too small
* Tripled retreat speed
* Made use of NPCManager::sendToViewable() in TransportManager
* Entering/exiting groups should apply/remove group buffs.
* Fixed issues with nanos losing all stamina from various revives/warp away.
* Heavily tweaked damage formula, nano types now boost/decrease damage.
* Weapons can consume battery returning extra damage, battery consumed depends on enemy level.
This should stop server providers from kicking tutorial players as
inactive TCP connections. The interval is generous for that reason.
Also snuck in a change that makes mobs retreat all the way to their
spawn points, to aid during mob gruntwork with /toggleai.
* Groups can now be abandoned using the "leave group" button.
* Non-group passive powers no longer buff the group leader instead of buffing the summoner.
* Adjusted various warning causing code pieces.
* Adjusted potions and battery prices.
* Monkey Skyway paths are now saved in a format compatible with
paths.json
* flush() is called on every periodic DB save in addition to the /flush
and /mss N export commands
* Monkeys now accept WIP routes
* Initial Group Implementation
* Request/refuse/join and leave groups.
* Chat into groups.
* Get status updates on every group member each tick.
* Owner leaving the group destroys the entire group.
* Added more nano powers
* Revive for both variants work.
* Many nano powers now have a group variant working.
* Enemy checks for aggro before retreating.
* Enemies keep aggro on dead players with revive nanos out.
* Further Nano powers + Bugfixes
* Infection damage now relies on bitcondition flags.
* Antidote power now works.
* Improved how groups handle leaving players.
* Fixed mob aggro range.
* Group Healing is now functional.
* Possibly fixed the player being unselectable bug.
* Fixed indentations.
* Dismiss nano when starting a MSS ride
* Sneak, Invisibility and Bugfixes
* Sneak and invisibility affect mob aggro.
* Possibly bugfixed equips not showing to other players.
* Aggro checking is less likely to cause nullptr related crashes.
* Group PR cleanup.
* Made sure to label all hacky workarounds
* Implemented the Antidote nano power the right way
* Cleaned up the way various little things are written
Didn't have the opportunity to actually test groups.
Co-authored-by: CakeLancelot <CakeLancelot@users.noreply.github.com>
Co-authored-by: CPunch <sethtstubbs@gmail.com>
Co-authored-by: dongresource <dongresource@protonmail.com>