Forums / Notes de mise à jour et mises à jour / [v1.2.7] Update: Offline AI, PvP Retaliation, Per-Player Campaign, Quest Recovery, Clan Reopen, Watchdog & Verbose-Log Gates

[v1.2.7] Update: Offline AI, PvP Retaliation, Per-Player Campaign, Quest Recovery, Clan Reopen, Watchdog & Verbose-Log Gates

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Zethrone
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Apr 26, 2026 #1

Nephalem,


This is the largest v1.2.7 drop of the cycle. It bundles a brand-new Offline AI mode, a server-wide PvP retaliation hook, the long-awaited Per-Player Campaign isolation in MMO games, automatic quest position recovery on relog, the clan disband / reopen fix, the auto-restart watchdog, smart walk-in loot, and a complete pass over verbose trace logs.


Offline AI - Lineage 2 style "offline shop / bot" for D3
  • .offline command: turns the active character into a server-driven bot that keeps ticking while the account is logged out. A second .offline disengages and restores manual control without a relog.
  • Stays online to others: the BNet socket is preserved so the toon remains visible in the connected players list, party UI, chat roster, and other observers still see attacks broadcast from the character.
  • Auto-revive home anchor: the spot where the bot was engaged becomes its respawn anchor. Death restores it to that exact world position so it can keep defending hubs/farm spots.
  • Full hotbar rotation: uses left-click, right-click and the four number-key skills with independent cooldowns. Slots 2-5 fire BEFORE the left-click filler so number keys are not starved.
  • Tier-based engagement: classifies targets into melee, ranged-engage and chase tiers with per-tier reach, broadcast cadence and bearing tolerance.
  • Run animation sync: chase steps now broadcast the Run animation at Running_Rate_Total AND advance authoritative player.Position to the EXACT same destination, removing the projectile/melee origin desync we had on long pursuits.
  • HP potion guard: drinks a health potion below a configurable HP fraction with a local cooldown layered above the in-game 30s buff.

PvP Retaliation - server-wide hook
  • HitPayload integration: any successful Player-vs-Player damage event now notifies the offline AI of the attacker, regardless of damage threshold or skill type.
  • Memory window: the bot prioritises the last attacker over nearest-hostile selection while the retaliation memory is fresh (configurable seconds), then falls back to standard targeting.
  • Cross-team option: can be configured to retaliate even against same-team grief hits, covering friendly-fire scenarios.

Smart Walk-In Loot Pickup
  • Passive vacuum every tick: reuses the existing gold-pickup radius for blood shards and platinum, plus a sweep for ground potions on every AI tick.
  • Active idle pickup: when there is no hostile in range, the bot now walks toward the nearest gold pile or potion using the same Run-animation chase helper used for combat.
  • Walk-onto-pile fix: the chase helper used to stop ~7 yards short of the target (combat margin), which kept the bot just outside the gold-pickup radius. Loot chases now pass stopShortYards = 0 so the toon walks fully onto the pile and the passive vacuum collects it on the SAME tick.
  • Independent toggles: gold and potion pickup can be enabled/disabled separately, with a configurable search radius.

Per-Player Campaign in MMO mode
  • CampaignQuestMode = Personal: in GlobalMmoMode games each player now tracks their own quest and step independently. The shared engine still drives world triggers, but quest UI, NPC popups and rewards are per-player.
  • No more shared fast-forward dragging: when a player completes a personal step ahead of others, the shared engine is NOT fast-forwarded if any other initialised player is in the game. Confirmed fix for the Thor/Hécate cathedral monster never spawning.
  • Atomic step pre-sync: ActV cloister door (and any step-guarded AddOnLoadWorldAction) now fires for the instigator on personal advance because Game.CurrentStep is counter-bumped before the OnAdvance lambda runs - no shared AdvanceTo, no broadcasts, no triggers.
  • NPC Conversation_Icon per-observer: the gold quest diamond is now broadcast to KeyParam slots 0..7 with same-tick ping-pong + 4 timed retries. Renders for ALL classes (Crusader included), every join order, host or guest.
  • World-effect isolation: StartConversation, PlayCutscene, AddOnLoadWorldAction, AddFollower, UnlockTeleport, SetActorOperable/Visible, AddQuestConversation, RemoveConversations all scope to the personal trigger target during replay.
  • NPC repair pass: after a personal advance, RepairNPCStateForBehindPlayers re-runs trigger setup for the lowest-step player so destructive Conversations.Clear() calls do not block other players.

Quest Recovery on Relog (Rejoin Position Cache)
  • Atomic snapshot on Leave Game: world SNO + position + rotation are stored in-process and keyed by Toon.PersistentID when the player leaves, gets disconnected, runs !unstuck or undergoes session takeover.
  • Restore on next join: when the player rejoins within 24h on the same server process, Game.Enter() teleports them back to the EXACT world+coords+rotation they left from, before the act/quest start fallback kicks in.
  • Config gates: RejoinPositionEnabled for the normal Leave/disconnect path and RejoinPositionUnstuckEnabled for !unstuck, both independent. RejoinPositionLogVerbose for diagnostics.
  • Lobby cutscene + DB read-only fix: in personal-campaign mode the GameDescriptor is now fully read-only for quest/act/step (DB is the sole source of truth) and the act-start cutscene plays from Toon.CurrentQuestId, restoring intro flow even when the client resends stale GameCreateParams.

Clan / Guild - reopen, dissolve, no zombies
  • Disbanded clans no longer reserve names/tags: GuildManager.CreateNewGuild now filters !g.Disbanded in the uniqueness check, so a player can recreate a clan with the same (or any) name immediately after disbanding.
  • Full channel dissolution: Guild.Disband() now dissolves both the clan Channel and the GroupChatChannel, then removes the entry from GuildManager.Guilds. ChannelManager.DissolveChannel actually deletes the channel from memory (the previous Channels.Remove(id) was commented out, leaking channels forever).
  • No zombie clan refs: GetClans(), GetCommunities() and PreLoadGuilds() all filter Disbanded so the BNet UI never resolves a stale clan onto a player on relog.

Server Watchdog and Auto-Restart
  • Scheduled restarts: uptime-based or fixed UTC clock-times list with blue chat countdown announcements at configurable warn marks (auto 30s/10s).
  • Hard freeze trigger: any single Game whose TickCounter stalls past the hard threshold with players present forces an emergency restart.
  • Multi-game freeze trigger: simultaneous soft-frozen games above the configured threshold trigger an emergency restart too.
  • Join-failure flood trigger: orphan SGameId / unresolved hero spikes within the rolling window trigger an emergency restart so players can join again.
  • Always-on relauncher: a detached supervisor cmd is armed at boot and restarts the executable on ANY exit (graceful, crash, OS kill, freeze). Drop a no_relaunch.flag file to opt out for a single shutdown.

Safe Zone Verification
  • Re-audited the safe-zone gate in HitPayload: cities are protected when SafeZonesEnabled = true, InvasionEventEnabled = false and CityInvasionEnabled = false. The default config now ships with this triple set so hubs are PvP-safe and town NPCs cannot be force-attacked outside event windows.

Quality and safety
  • 0 errors on full server solution rebuild after every iteration of the offline AI, retaliation hook, loot rework, log-gate pass, per-player quest fixes and clan dissolution work.
  • Every offline-AI tunable (tick interval, attack/ranged/chase ranges, chase step, broadcast reach, bearing tolerance, broadcast refresh, potion HP fraction, cooldowns per slot, loot radius, retaliation memory, etc.).
  • No regressions to the spawn repopulation, dedup or rejoin-position systems shipped in v1.2.6.

Expected gameplay impact
  • Players can park their character in farm spots or city-invasion zones and the bot keeps defending and looting until they return.
  • PK attempts on offline characters now meet a real fight - the AI locks onto the attacker instead of running a static pattern.
  • Group sessions in MMO Campaign no longer collapse into "stuck" steps - everyone progresses on their own quest line, but world events stay coherent.
  • Logging back in returns you to the exact spot you left from, so quest progress and farming routes are not lost on disconnect or restart.
  • Disbanding a clan releases the name immediately, with no leftover channels or zombie member references.
  • Cleaner live console for admins, with a single flag flip to enable any specific trace family on demand.


Engage with .offline in-game and report any movement/animation desync, loot pickup gaps, PvP retaliation issues, personal-quest desync or clan reopen problems with hero name, zone and UTC time in Support.


- Zethrone Team

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