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Announce News Post #2207

Pathfinding improvements

Written by: Garryn
Date: Thursday, December 27th, 2012
Addressed to: Everyone


I've added a couple of improvements to the built-in pathfinding feature:

- PATH FIND no longer requires or costs balance. Instead, there is a 3-second cooldown before you can seek a new path (this is because pathfinding is computationally intensive and using it too often could cause lag)

- PATH FIND now ignores areas belonging to organisations that you are enemied to, or unwelcome in

- As this has some side-effects (most notably path find not working at all while you are in a hostile city), you can use PATH SHORTEST <target> instead to bypass the enemy checks

- You can now path find to areas - PATH FIND <area>. The area name from MAP LIST or SURVEY should usually work


Garryn



Penned by my hand on the 11th of Tenebrae, in the year 7 AM.


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