Wrong interactions of monsters with pathfinding.
GIF:
As a result, you can kill almost every monster.
Hard to explain - pathfinding should have + 1 more sqaure for monsters visibility?
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
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 :(
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
if I remember correctly, in rl monster takes two steps before path update
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.