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Offline DAoC fork v0.268.0
Install or update
- Need the base game first? Download and extract the original Offline DAoC v0.3 release.
- Close the game, server and launcher. Download UPDATE-OFFLINE-DAOC.cmd and Update-OfflineDAoC.ps1 into your game folder (next to START OFFLINE DAOC.cmd) and run the .cmd.
- It downloads the update pack, checks its SHA-256, backs up every file it replaces under
update-backups, and installs it. Saves, account.txt and configs are never touched. After the first update, run UPDATE OFFLINE DAOC.cmd from the game folder to get later releases.
Coming from a v0.3 game with characters? The first launch asks for a one-time Camlann world reset (full backup first, local account kept). Old characters do not carry over.
Changes in 0.268.0
Added
- Gothwaite PvP mode: the bots fight the way DAoC players fought (stage
6,docs/GOTHWAITE_PVP_MODE.mdsection 13). The rules were read from
player guides and forum accounts of 2002–2004 group RvR, the Thidranki
battleground and the PvP servers (sources in the plan):- A tank leads. When a group walks out, its best main assist takes the
lead (a guard tank, then any melee, an archer, a caster, a healer last),
and a dead leader hands the group to the best-ranked living member. In
the last live run 753 groups dissolved because their leader died first;
many were led by a healer or caster. - Kill order. Inside a fight a mode bot now picks its target the way
the world warbands do: it sticks to a target for a while, a damage dealer
follows the leader's call after the 1–2 s/assistdelay (and now and
then ignores it), bots that can interrupt turn on an enemy caster who
starts a cast, and healers, mezzers, wounded enemies and whoever hits our
support weigh more. Before this the mode kept pure threat order. - Picking fights. A leader or solo only opens on a party its group can
take: a solo takes a solo, a small-man avoids full groups, an eight takes
nine and rarely dares more; the leader's aggression colours it, and the
opening target is drawn by the kill-order weights instead of "nearest". - Retreats. A group breaks off a fight it is losing (its healer dead,
half of it down, or clearly outnumbered; the leader's risk tolerance
decides) and a solo flees when it is added on or losing. The run goes back
toward the castle gate with sprint, nobody fights back meanwhile, and the
group either takes a new leg or goes home. - Regroup after a fight. An arrived group sits down where it won, waits
for its members and recovers to 70 % health and 50 % power (at most 45 s)
before it moves on; low health and power no longer send a bot straight
home from a won fight. In the last run 505 returns were low health or
power. - Formation. Followers walk in their doctrine's travel shape: a column
behind the leader with guards and melee first, healers in the middle and
casters behind, or a loose fan for stealth groups, instead of piling onto
the leader's spot. A slot that is off the mesh falls back to the leader. - Chase discipline. A follower drops a runner beyond 1,500 units of its
leader and a leader a chase 2,500 units from where the fight began,
unless the target is about to die. - Adds. A roaming leader hears a fight within 5,000 units of it from the
last 45 s and walks to it about a third to two thirds of the time by its
aggression. Hunters do not add. - Hunting stealthers. An assassin or archer alone (or in a stealth pack,
gank squad or archer group) stays stealthed outside the castle, waits
30–90 s at a point, opens only on a lone target, a caster or healer in a
duo, or a wounded one, uses its stealth opener, and breaks away after
the fight. /gothpvpshows a tactics line (tanks took the lead, openings refused,
retreats, regroups, adds, stealth openings). New logsGOTH_PVP_RETREAT,
GOTH_PVP_RETREAT_END,GOTH_PVP_REGROUP,GOTH_PVP_ADD,
GOTH_PVP_AMBUSH,GOTH_PVP_GROUP_LEADER reason=main_assist,
GOTH_PVP_CHASE_LIMIT reason=overextended|far, anddoctrine=on
GOTH_PVP_DEPART.
- A tank leads. When a group walks out, its best main assist takes the
Changed
- Three guarded hooks outside the mode folder: the brain's RvR target choice
returns the mode's kill order for a mode bot, and the two stealth gates
(keep stealth while idle, use a stealth opener) also accept a mode hunter.
With the mode off every one of them answers as before (mode-off test). - Tests:
UT_GothwaitePvpTactics(pure rules, lines, counters, status) and a
stage 6 mode-off check. Automated tests were run for the Gothwaite
fixtures; real-client verification is left to the owner (stage 5).