I got to thinking about how fight caves mages don’t walk to you, nor does the rangers/jad. Almost retracted my statement to specify GWD but wanted to confirm when I got home. Beat me to it
![Wink ;)](./images/smilies/icon_e_wink.gif)
I will give it a try today whenever I come back to home. Especially looking forward to test out Zilyana with range ( I need to be honest, most npcs are either too fast or can attack from miles away). Let’s see if it’s fixed nowMike wrote:Thank you very much for all your feedback! I've now performed these updates on the test server:
- GWD bosses (Kree'arra, Commander Zilyana, General Graardor, K'ril Tsutsaroth and Nex) will now always move into melee distance, unlike other NPC's that can attack from a distance
- Fixed pet pathfinding
- Fixed broken max hit dummies
- Fixed player to NPC pathfinding (walking up to NPC's instead of running, standing diagonally from them, not being able to interact with them, ...). Basically, I have reverted player pathfinding to what it was before
If our dear players are willing to give the test server another go, I might be able to release all these changes tomorrowbut only if I feel like there's been adequate testing - these are changes that have a huge impact on gameplay (and a possibility of severe bugs, as the testing so far has shown), so I don't want to take any chances.
Same.Respire1337 wrote:I will give it a try today whenever I come back to home. Especially looking forward to test out Zilyana with range ( I need to be honest, most npcs are either too fast or can attack from miles away). Let’s see if it’s fixed nowMike wrote:Thank you very much for all your feedback! I've now performed these updates on the test server:
- GWD bosses (Kree'arra, Commander Zilyana, General Graardor, K'ril Tsutsaroth and Nex) will now always move into melee distance, unlike other NPC's that can attack from a distance
- Fixed pet pathfinding
- Fixed broken max hit dummies
- Fixed player to NPC pathfinding (walking up to NPC's instead of running, standing diagonally from them, not being able to interact with them, ...). Basically, I have reverted player pathfinding to what it was before
If our dear players are willing to give the test server another go, I might be able to release all these changes tomorrowbut only if I feel like there's been adequate testing - these are changes that have a huge impact on gameplay (and a possibility of severe bugs, as the testing so far has shown), so I don't want to take any chances.
This slingshot effect on osrs is purely visual. It has no effect on where your character actually is on the map. So it will have no effect on how monsters attack you.Respire1337 wrote:Because we're missing the "slingshot effect" (you can see it in B0aty's video) and because she is way too fast (like every other npc) she will always hit you unless you constantly run from her without ranging.
Yes and the animations on here completely cancel the fact that you're character is moving, which needs to be fixed.Admin adam wrote:This slingshot effect on osrs is purely visual. It has no effect on where your character actually is on the map. So it will have no effect on how monsters attack you.Respire1337 wrote:Because we're missing the "slingshot effect" (you can see it in B0aty's video) and because she is way too fast (like every other npc) she will always hit you unless you constantly run from her without ranging.
The idea behind it is that the crossbow animation takes precedence over the walking/running animations. So while it appears like your character is standing still, it is really moving away. The game compensates by making it looks like your character is running super fast.
Exactly! Try and range Zilyana. Practically impossible if you don't want her to hit you - and that's the points of ranging Zilyana, to not get damaged by her.Iron bubble wrote:Yes and the animations on here completely cancel the fact that you're character is moving, which needs to be fixed.Admin adam wrote:This slingshot effect on osrs is purely visual. It has no effect on where your character actually is on the map. So it will have no effect on how monsters attack you.Respire1337 wrote:Because we're missing the "slingshot effect" (you can see it in B0aty's video) and because she is way too fast (like every other npc) she will always hit you unless you constantly run from her without ranging.
The idea behind it is that the crossbow animation takes precedence over the walking/running animations. So while it appears like your character is standing still, it is really moving away. The game compensates by making it looks like your character is running super fast.
Also Eta on my prayer books/mage book update it was said to be in next update but that was one update ago