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Wrong interactions of monsters with pathfinding. #4617
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if I recall correctly, that is how rl tibia works, can you check it? |
Sure! Just tested wolves near Thais and can not reproduce the bug on Cipsofts. I cant make a video, windows+G and LiceCap records blackscreen instead of RL Tibia on my computer :( |
if I remember correctly, in rl monster takes two steps before path update |
to record rl tibia now its only possible by using OBS software btw is the speed of this vampire accurate? I know tfs pathfinding and monster behavior is broken compared to rl tibia, but this vampire seems painfully slow |
@EPuncker most vampires are located in areas that have tiles with 120-200 ground resistance points. The tile on this recording has 100 resistance points. Similar to Yalahar giant spiders being super fast compared to PoH ones. |
do u guys know which part of the code should be responsible for this issue? i've done lots of edits in source, i might try to fix it. its gonna be obviously something with the pathfinding. maybe steeplines or pathmatching? i need to debug that to find out |
this is absolitely true and it geenrates another issue. for example, after changing floor, monsters wait that second before moving and they should move straight off after changing the floor. |
GIF:
As a result, you can kill almost every monster.
Hard to explain - pathfinding should have + 1 more sqaure for monsters visibility?
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