Drops now land on the ground as gadgets and are picked up with F instead of
appearing in the bag out of nowhere. Chests, ore, crystals and plants all spawn
and can be interacted with.
Monsters load by scene group rather than by a radius around each one, so a camp
shows up as a camp and nothing pops into existence mid fight. The group anchors
come out of the scene Lua, which also killed four invented tuning constants.
The gateway was creating a whole new session for every handshake datagram, and
the client retransmits those until it gets an answer. That is where the piles of
duplicated monsters and the chests coming back from the dead were coming from.
Also: monster level scales to the party now, path queries return an actual two
point path instead of an empty one, NpcTalk closes properly, and the ability and
combat invocations are no longer echoed back to the client that sent them.
Gadgets are streamed alongside monsters now, so chests and ore nodes show up in
the world and can be interacted with. The two flows differ: for a chest the
client sends the finish request itself and the loot is granted on that one, for
ore it sends nothing more so the server has to close everything on the first
request.
Artifacts used to be silently dropped on the floor because the item ids that
actually roll were not in the reliquary table at all. Added the missing rows and
gave them real main stat and substat rolls instead of the fixed four.
Dropped items survive a relogin. The inventory is still rebuilt from the tables
on every login, so the trick is to remember where the default set ends and only
persist what was found in the world. Gacha and shop weapons were disappearing
the same way and are fixed by the same change.