Support persistent residents with normal resurrection and closer companions
Core tests / core (push) Successful in 2m54s
Core tests / core (push) Successful in 2m54s
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@@ -36,9 +36,14 @@ and only when fresh and at their class starting level.
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5. Recreate only the world container with `docker compose up -d --no-deps ac-worldserver`.
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6. Restart the ALE relay to load priority delivery for permanent-death events.
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The guard is enabled by installing its Lua file, independently of the dashboard
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hardcore toggle. Remove the guard and recreate the world before intentionally
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switching back to non-hardcore play. Do not erase the registry to recycle deaths.
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The installed guard reads `acore_auth.azerothai_realm_rules.hardcore`, synchronized
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from the dashboard setting by the operations agent (normally within one minute).
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When disabled, future deaths use the native playerbot resurrection behavior:
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identities, memories, gear, and party membership survive. Dead active residents
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still occupy their faction slots, so a recoverable death cannot spawn a replacement
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or bypass the 50-bot cap. Historical permanent retirements remain retired.
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For an immediate mode switch, update the dashboard first and synchronize the
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native rule before declaring the transition complete. Do not erase the registry.
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## Verification and recovery
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@@ -55,3 +55,20 @@ before any model call. Model instructions explicitly prioritize survival over
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quests, loot and social goals. Stuck recovery yields to the native survival hold.
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Mortality improvement must be measured over subsequent real playtime; these rules
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do not make bots invulnerable or resurrect dead characters.
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## Persistent companions and failed-encounter avoidance
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New party invitations now require a level gap of at most five. Followers regroup
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at eight yards; healthy leaders pause when a nearby companion is injured or more
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than fifteen yards away (the existing bounded wait still prevents permanent idle).
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A recently observed dead party member in normal resurrection mode does not trigger
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the runtime's separation-based party departure. Human and unmanaged groups remain
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protected.
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Overpowered enemies, extra attackers, and rapid health loss mark that selected
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enemy for ten minutes of avoidance. The guard stops renewed attacks and asks the
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native AI to flee if that hostile target is selected again within range. This
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memory is local to the running Lua process, expires, and is not a pathfinding
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barrier or a guarantee that the bot can escape. No automatic gear, talent, or level
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boosts are applied.
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