Project-Epoch / bugtracker

3 stars 0 forks source link

Pathing issues collected #8302

Open Shadownflame opened 4 months ago

Shadownflame commented 4 months ago

This is the main report to gather the countless reports of NPC pathing issues (mobs and pets) that the Devs are already aware of and will have to fix collectively.

Major points:

Confirmed spots to reproduce (to be extended): .go xyz -5418.610000 3652.350000 8.144990 1 2.879100 (resolved) https://github.com/user-attachments/assets/7a66ffa5-cfc1-4661-bd49-1ab23ddd3344 .go xyz 2232.770000 -6433.120000 4.334740 1 4.645740 (resolved) https://github.com/user-attachments/assets/8ef1705e-f2d5-4af1-98be-a0ed446a8938 .go xyz -14705.800000 454.975000 0.134452 0 4.507630 Rippa - (14490) .go xyz -4523.230000 2036.160000 50.025200 1 0.251149 Deep Woods Moth .go xyz 339.438000 -3766.940000 106.793000 0 0.210789 Direglob .go xyz -23.089100 -5223.800000 -2.326190 1 0.256430 Kul tiras .go xyz 89.865000 -2813.870000 115.675000 0 0.761440 - Vilebranch climbing structures .go xyz -9891.340000 440.969000 34.757400 0 1.781920 Stonetusk boar .go xyz -704.346000 -2056.610000 65.490600 1 5.362860 Deviate .go xyz 4570.710000 362.964000 33.491700 1 3.041340 Twilight thug .go xyz -679.745000 -2048.250000 65.888500 1 5.902280 Devouring Ectoplasm .go xyz -2822.740000 -1003.460000 -1.045030 0 1.219180 Cursed Marine .go xyz -741.744000 -3766.960000 232.378000 0 3.445070 Vilebranch Aman'zasi .go xyz -576.936000 207.601000 -128.070000 725 4.548040! Deadmines in water image .go xyz -632.227000 179.534000 -85.954300 725 3.707180 Deadmines near ramps .go xyz -7646.120000 -2143.290000 -271.363000 1 2.096310 Glitched spot, any nearby mob gets confused https://github.com/user-attachments/assets/76f3a407-59d7-4a01-a0fb-6170a627ab9f .go xyz 8673.270000 884.747000 22.448700 1 1.055840 Darnassus https://github.com/user-attachments/assets/0d8d4ada-ca9c-4644-ad67-a7e7000aceae

Shadownflame commented 3 months ago

Major improvements to pets follow behavior, NPC evade behavior, and NPC behavior in or around water. Chase behavior unchanged so far.

Shadownflame commented 2 months ago

Improvements on some mobs that earlier hard-evaded in their position such as ID 4014. Now it is possible to engage them despite there not being a perfect path for them to reach you. Issue is, when the player resets combat (outrange, death, feign, whatever), the mobs don't know how to find their way back to their original spawn point. There is no path, clearly, so they just stop and stay wherever they are when the player drops combat (or whatever is the closest they can path up). This creates weird piles of enemies like this: image (Note, Arugal behaves the same way in SFK and thus often gets stuck on the balcony after a reset) The other noteworthy spot is outside WC where was earlier impossible to engage certain mobs. Now they work fine if you pull them from solid ground, still evade bugging if you are in the ankle-deep water (both SS shows the same raptor): WoWScrnShot_082324_232418 WoWScrnShot_082324_232153