Skip to content

Offline DAoC fork v0.268.0

Choose a tag to compare

@stefanrows stefanrows released this 14 Oct 19:47

Install or update

  1. Need the base game first? Download and extract the original Offline DAoC v0.3 release.
  2. 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.
  3. 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.md section 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 /assist delay (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.
    • /gothpvp shows a tactics line (tanks took the lead, openings refused,
      retreats, regroups, adds, stealth openings). New logs GOTH_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, and doctrine= on
      GOTH_PVP_DEPART.

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).