I don't know if my answers will be 100% correct or accurate..but, I'll start it off
1 - SoD+ clients hp update behavior is different than older ones. There could be fallacies with the server update code..but, it's more likely that the bonus code
doesn't match the client's 100% and there are hp differences. (What does live do?)
2 - Boats have been messed up since they updated their directx version. You might be seeing the effect of a work-around.
3 -
http://www.eqemulator.org/forums/sho...73&postcount=8. Are you/they playing on a 32-bit cpu, by chance? I've tried to find the cause of that issue
for a long time and it (magically) went away when I started using a 64-bit cpu. (Figured it was a floating point calculation error in the client.)
4 - Probably the result of our pathing code. If pathing can not plot to destination within 'n' number of moves, it teleports to that point.
RoF+ clients use a slightly different behavior for determining z-axis coords..so, maybe the issue has crept back in. (I didn't see any issues when I tested RoF way back when.)