Closed toconnell closed 10 months ago
The logic problem here seems to be that we're getting our 'known' types from the killboard, rather than from looking at monster assets:
Later, when we start to format the output, we work from the monster assets:
I think the fix here is to make the known types from the monster assets and then augment it with the ones in the database, correcting for ones with bad types.
This is resolved in the 1.197.1226 hotfix that went into production last night.