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Release notesServerEditor

Server: quest system, social layer, aggro, persistent script variables

A quest system with an editor tool, runtime module and dialogue integration; private messages, friends and ignore; an AggroModule with killer-owned loot; persistent script variables; staff ranks synced from the dashboard.

Gameplay#

  • Quest system. Tasks authored in the editor's Task editor drive a runtime quest module; quest progress can be advanced from dialogue. The client's Info tab is replaced by a quest list with a detail popup.
  • AggroModule. NPCs author an aggro radius and leash; combat loot is owned by the killer. Respawn is configurable and shops use real prices.
  • Social layer. Private messages, a friends list and ignore, using display names.
  • Item, XP/level and location events that were declared but never fired are now published to modules.

Scripting and admin#

  • Persistent script variables in dialogue and scripts, with save hardening.
  • Permission ranks (in-game staff) are synced from the dashboard control poll; Play Local grants dev admin.
  • Platform modules take precedence over same-id project modules.
  • TaskCommands.cs, which had never compiled in any project, is fixed.

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