- Fixed staying in combat with a lair
- Fixed lairs spawning under ground
- Fixed vehicle spawn bug
- Fixed lair to spawn more waves
- Fixed data type error in calculation for lair damage
- Fixed some lairs not having health due to incorrect level
This allows the command system to recognise that they have the ability
in their abilities list.
Also removed setPvpBitmask which is redundant and unused; has no effect
on anything.
- Content devs can now add lairCRC vectors and bosses
- The boss spawns will only work after the invasion commit because then
lairs will get health bars and the lair will spawn more waves
- Added invasion-specific buffs
- Added factional handling
- Added AI switches
- Added construction/repairing
- Fixed enemy TANO color when changing status
- Fixed notification baselines to consider GCW-specific circumstances
- Optimized AI algorithmic complexity by eliminating expensive
arithmetic operations
- Fixed reposition state to avoid locations in water
- Considered tower defense buff for NPCs in combat service
- Compacted 3 AI threads into one
- Dynamic allocation of AI resources depending on patrol point index and
same faction AI density
- Added Withdrawal state for more realistic post-battle behaviour
- Positioned all pylons, camps, officers, terminals, barricades,
turrets, towers, cloners in the appropriate coordinates
- Added barrier and tower plus the according buffs
- Added defender NPCs
- Fixed enemy NPCs not showing hostile after faction change
- Added ally function implementation to rebel and imperial scripts
- AI does not lock up in a state anymore
- AI seeks better position if LOS is blocked
- AI resumes previous states better now
Created Rebel Recruiter and Imperial Recruiters mobile templates.
Changed recruiter static spawns to use Mobile Template
Fixed correct cell for rebel recruiter in Anchorhead
- Fixes 0000031: Incap is not working correctly
- NPC AI now considers deathblow values correctly
- AI state transition further debugged
- Pet now follows owner after killing attacker
- Added debug log system
- Cleaned up system console from system.out messages
To save server resources, a mixed spawn area can consist of dynamic
groups and lair groups. Also the minimal distance from dynamic group to
nearest lair will be kept to prevent lairs and NPCs too close together a
bit more.
Considering the combat level ranges from live, the planet's surface has
been covered with spawn areas for various mobs and NPCs. A small as
possible count of collidables was used to save server resources while
still being able to realize the spawns.
ODB no longer uses DPL layer of Berkeley DB, persistent classes have to
implement the Serializable interface, annotations are no longer used,
use transient modifier for variables that should not be persistent.
Entity reference errors will no longer occur, however it is better to
use ids if the entity that is being referenced is stored in the db too!
(or you will have two different objects). DB is cached for 5 minutes
then it will write its log/cache to disk, transactions are no longer
used.