I am using EqEmu 5.0 with TCSmywold moving database 3_3 and have noticed a few oddities and am trying to track them down in the database and source code but still don't know exactly whare to look.
First oddity - Mobs are assisting whare they shouldn't be (If engaged with a rat a snake might help "me"??? I have never seen this kind of behavior of mobs assisting PC's in eqlive and was curiouse if it is intentional in EqEmu and if so whare do i look for change it.
Second oddity - Guards should help in a fight if your close enough but they should also engage mobs on there own if they are within range such as keeping rats and beatles out of city. (((Merchants and other NPC's should not assist PC in most circumstances!))). This created an intresting effect when i was using every merchant, NPC, and guard in north Qeynos to slaughter all the mobs it was quite humorouse and for some reason the guards turned on eachother after long enough. (corrupt guards mabe???)
Third oddity - (may be considerd a bug im not sure) when Mobs are wandering on a path they seem jittery almost like there slightly jumping forward instead of nice smooth flowing movement. (though kodos to all that made it work this well!)
Fourth oddity - (mabe not implimented yet) when mobs wander It seems there animation speed stays constant both engaged or not. Mobs in eqlive will meander at a slower pace unless engaged and if engaged speed and animation speed up drasticly.
I am not sure how many of these are DB issues or actual hard coded issues (that mabe just are not implemented fully) I know this is very beta so i wasn't expecting and won't for a long time eqlive performance however if these are normal issues id like to know If they are easily fixable or if anyone else is looking into them.
P.S. I suspect the code in question is in mobAI.cpp am I right? I looked through it but i need more time to get a hold on whats going on with all the source as I try to figure out how C++ works :lol: Im fresh out of my Quick Basic cave.

a rellic I know hehe.