What changed
2 fixes1 addition1 change1 removal
fixedHi folks! This is another hotfix patch with bugfixes for the "Tactics Update" from earlier this week.
addedHere's what's new:
changedParties are now smarter around densely packed enemies. (previously they sometimes got a little single-minded and could wind up doggedly pursuing a single enemy who ended up walking away from them before the combat began, leading the party through a cluster of other enemies who all would aggro onto the party. This shouldn't happen any more!)
removedSubscribers will no longer consider using movement-restricting crowd control abilities to pull enemies. (It's not really a 'pull' if the enemy can't walk toward you after being hit by it!)
fixedFixed some bugs where party aggro could be maintained as subscribers transitioned into or out of a dungeon instance, leading to those subscribers wanting to fight monsters which were on an entirely different map, which caused a bunch of bad behaviour.
MMORPG Tycoon 2 changes
fixedHi folks! This is another hotfix patch with bugfixes for the "Tactics Update" from earlier this week.
addedHere's what's new:
changedParties are now smarter around densely packed enemies. (previously they sometimes got a little single-minded and could wind up doggedly pursuing a single enemy who ended up walking away from them before the combat began, leading the party through a cluster of other enemies who all would aggro onto the party. This shouldn't happen any more!)
removedSubscribers will no longer consider using movement-restricting crowd control abilities to pull enemies. (It's not really a 'pull' if the enemy can't walk toward you after being hit by it!)
fixedFixed some bugs where party aggro could be maintained as subscribers transitioned into or out of a dungeon instance, leading to those subscribers wanting to fight monsters which were on an entirely different map, which caused a bunch of bad behaviour.
Hi folks! This is another hotfix patch with bugfixes for the "Tactics Update" from earlier this week.
Here's what's new:
Parties are now smarter around densely packed enemies. (previously they sometimes got a little single-minded and could wind up doggedly pursuing a single enemy who ended up walking away from them before the combat began, leading the party through a cluster of other enemies who all would aggro onto the party. This shouldn't happen any more!)
Subscribers will no longer consider using movement-restricting crowd control abilities to pull enemies. (It's not really a 'pull' if the enemy can't walk toward you after being hit by it!)
Fixed some bugs where party aggro could be maintained as subscribers transitioned into or out of a dungeon instance, leading to those subscribers wanting to fight monsters which were on an entirely different map, which caused a bunch of bad behaviour.
...plus a fair number of regular bug fixes. As always, huge thanks to everyone who submitted feedback and bug reports!
-T