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The event "The Assault on Taekir" is beginning in 1 day, 8 hours.

Mobs now save across reboots (mostly)

 
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Abandoned Realms



Joined: 23 Jan 2004
Posts: 346

PostPosted: Tue May 17, 2016 7:16 am    Post subject: Mobs now save across reboots (mostly)

Mobs will now save across reboots if they are below their max hp and if
they are flagged to be saved. If they are saved, they will return with
whatever spells or items they were carrying when they come back. Note that
a mob is not saved just because it isn't in its home location.
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Nycticora



Joined: 09 Feb 2013
Posts: 2277

PostPosted: Tue May 17, 2016 7:23 am    Post subject:

this has annoyed me for almost 20 years
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Merlandox



Joined: 31 Mar 2016
Posts: 258

PostPosted: Tue May 17, 2016 10:09 am    Post subject:

So with this change, I've been meaning to bring up something but just didn't find a good time to bring it up since it has to do with reboot too.

You know in the past, save vs spell was all that existed. You slap on like -20 save vs spells and cool you're done. Now you have mal mental and afflictive, many diff types of weapons etc etc.

Usually reboots comes in countdowns, so if you are fighting a mage class and you have 10 rares in your inventory because you switched them out for saves, you have that 5 hours to don your rares back on to prevent that storm coming.

What if the realms reboots instantly or crash? No shit, you'll lose everything in your inventory. Just wondering if there's any solution to this? I'm not a coder, so I've no idea what can be or cannot be done....
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Nycticora



Joined: 09 Feb 2013
Posts: 2277

PostPosted: Tue May 17, 2016 10:10 am    Post subject:

can't mess with rare popping, too engrained into the fabric of the game
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Ergorion



Joined: 16 Mar 2007
Posts: 2156

PostPosted: Tue May 17, 2016 9:55 pm    Post subject:

Great update.
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Davairus
Implementor


Joined: 16 Jan 2004
Posts: 10344
Location: 0x0000

PostPosted: Tue May 17, 2016 10:22 pm    Post subject:

Just something to keep in mind, its going to mess with levelling mob repops a tad. Lets say there's 10 butlers and 1 is hurt. It'll save the butler that was hurt before the reboot. After the reboot, it'll reload the hurt butler, and then it'l repop the area. Its possible that mobs can double up because it'll repop whatever. This is avoidable if the mobs are built uniquely but usually builders re-use. The same thing happens if you kill everything except one mob in an area and leave it.
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