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Announce News Post #4786

Path finding updates

Written by: Makarios, the Meticulous
Date: Tuesday, August 8th, 2017
Addressed to: Everyone


I've just loaded up a significant facelift to our pathfinding system. This has made it much easier to add new features going forward, but for those of you that desire immediate satisfaction, I'm pleased to announce:

- In game path finding will now utilise: gallop, dash, sprint, and runaway if you have access to them and there is a section of the path that you are traversing which can be completely bypassed through their use (without taking you off your path). Naturally, this feature requires you to not be massed or wearing a shackle artefact.

- Path finding will now try to resolve issues where you jump from one section of a path to a latter section. Previously this would cause you to be considered off your path and terminate walking, now it will update to your new position and continue walking uninterrupted. Examples of where you might see this in action is you're pathing through river currents which keep sweeping you further along your path, or someone empresses you to a room further down your path. Note that this only is applied to future sections of the path - we've decided against cases where you move back along your path to previous rooms.

- The system will no longer attempt to move if you're off balance/equilibrium/prone. Instead, it will wait for 5 standard moves worth of time. If you regain the ability to move in that time it will proceed; if you're still unable to move at that point the pathing will cease.

- If you fail to move from a room (due to piety/gravehands/etc), the system will no longer just give up the battle. It will try again (as many times as necessary)!

- The system now respects rubble and rooms that have been destroyed via city destruction.

- The system respects ice and stonewalls, and will abort pathing if encountering one.

- Updates on your path progress (the "You are <x> steps from your destination" message) now happen after the move completes rather than when it is initiated, so there is no longer strange interactions between it and delayed movement effects such as swimming.

We have more planned additions, so stay tuned!

Penned by My hand on the 3rd of Daedalan, in the year 749 AF.


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Announce News Post #4786

Path finding updates

Written by: Makarios, the Meticulous
Date: Tuesday, August 8th, 2017
Addressed to: Everyone


I've just loaded up a significant facelift to our pathfinding system. This has made it much easier to add new features going forward, but for those of you that desire immediate satisfaction, I'm pleased to announce:

- In game path finding will now utilise: gallop, dash, sprint, and runaway if you have access to them and there is a section of the path that you are traversing which can be completely bypassed through their use (without taking you off your path). Naturally, this feature requires you to not be massed or wearing a shackle artefact.

- Path finding will now try to resolve issues where you jump from one section of a path to a latter section. Previously this would cause you to be considered off your path and terminate walking, now it will update to your new position and continue walking uninterrupted. Examples of where you might see this in action is you're pathing through river currents which keep sweeping you further along your path, or someone empresses you to a room further down your path. Note that this only is applied to future sections of the path - we've decided against cases where you move back along your path to previous rooms.

- The system will no longer attempt to move if you're off balance/equilibrium/prone. Instead, it will wait for 5 standard moves worth of time. If you regain the ability to move in that time it will proceed; if you're still unable to move at that point the pathing will cease.

- If you fail to move from a room (due to piety/gravehands/etc), the system will no longer just give up the battle. It will try again (as many times as necessary)!

- The system now respects rubble and rooms that have been destroyed via city destruction.

- The system respects ice and stonewalls, and will abort pathing if encountering one.

- Updates on your path progress (the "You are <x> steps from your destination" message) now happen after the move completes rather than when it is initiated, so there is no longer strange interactions between it and delayed movement effects such as swimming.

We have more planned additions, so stay tuned!

Penned by My hand on the 3rd of Daedalan, in the year 749 AF.


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