This is part 1 of the Mob Overhaul—we expect a few more updates focused in this area coming soon, but this is a massive improvement over what we previously had.
Shoutout to player: Numbingcactus for finding/reporting an issue with our boss logic! Thank you!
Boss NPC & all NPC changes:
Bosses now chase players within a reasonable distance and feel a lot more intimidating.
Mob reset logic no longer triggers a reset heal, kiting mobs at their reset line is now a fully intended mechanic.
NPC reset logic has been improved for all mobs, now if a reset is triggered a monster will frequently interrupt their migration back toward their spawn point to 'recheck' for players they can hit.
Removed hit animations from bosses for the time being as it was leading to unrealistic boss reactions/bugginess during transition states making bosses move un-naturally.
After the latest NPC patch the Wyrm hatchlings were doing too much damage, which is now corrected.
Wyrm hatchlings now auto attack using sight within 2.5k meters.
Bosses now auto-attack using sight within 6.5k meters.
Added logic support for Team-based AI logic and etc. behind the scenes which is going to support us heavily going into phase 2.
Other:
Fixed an issue where /show and /hide quick chat commands wouldn't update your current selection.
Added randomized tips to the loading screen along with a 'Loading...' message to ensure it was distinct from the main menu backsplash.
Fixed a bug in scoring logic for a future update where Team-based mobs could be rewarded with stats and cause crashes.