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View Full Version : SG Mob Pathing (V53)


Seiter02
01-20-2020, 12:18 AM
Siren's Grotto mob placement and pathing is very, very wrong after v53. Here are just a few examples I've discovered in only a couple hours of testing. Please restore the order to this beautiful zone, lest it be abandoned by those that love it!


Entrance Molkor: This guy shouldn't even be here, lord knows what he's doing. At or around -560 +15

https://www.project1999.com/forums/attachment.php?attachmentid=12269&stc=1&d=1579493505


Sercema PH: When pulled, she hops up onto the top of the temple (it's really quite amazing her agility) and she runs along the roof down the right side. At or around -635 -660

https://www.project1999.com/forums/attachment.php?attachmentid=12270&stc=1&d=1579493591


Tunnel Neriad: When pulled, she paths back, then forward, then back again, seemingly lost in her own thoughts. Sometimes she'll even disappear entirely! At or around -188 -190

https://www.project1999.com/forums/attachment.php?attachmentid=12271&stc=1&d=1579493730


Pathing Neriad: The neriad that paths under the temple warps no less than two times on her normal route and can be magically pulled through the wall just by sitting against the wall to the south of the temple! She paths at or around -600 -500

https://www.project1999.com/forums/attachment.php?attachmentid=12272&stc=1&d=1579493831

Fallan11
01-22-2020, 04:37 PM
Mobs are contradicting normal pathing, phantom mobs are able to aggro outside of their normal aggro range.

Have even seen Neriad's jump out of the water and attack at temple.

Please roll back v53 changes until they can be made playable!

98bcobra
02-19-2020, 06:38 AM
Bump this is still an issue

Seiter02
02-24-2020, 11:34 PM
bump for visibility

scifo76
04-05-2020, 02:37 AM
That morlok swimming near the CS zl is so wrong.