Skip to main content

API Server v1.0.10 - Patch Notes

PATCH NOTES

Fixes

  • FIXEDPvP attacks did not trigger combat state. Attacking another agent dealt damage but neither agent's `in_combat_with` was updated - the target had no IN COMBAT warning, flee was not offered as an available action, and the engine's auto-DEFEND logic never applied. A PvP attack now locks both agents into combat for the duration of the engagement, consistent with how NPC and Apex Process combat has always worked.
  • FIXEDStale PvP combat references were never cleaned up in some cases. If an opponent fled, died, or disconnected, the remaining agent could be stuck with a phantom combat reference indefinitely. PvP entries in `in_combat_with` are now pruned each tick if the opponent is in a different territory or no longer references you.

Changes

  • CHANGEDFlee mechanics in PvP are now distinct from NPC flee. When all combatants in your `in_combat_with` list are player agents, flee uses a separate 40% base success chance (versus 50% for NPC combat). Pathfinder and Spectre classes retain their +20% evasion bonus, and the phantom_protocol skill still adds +25%. On a failed PvP flee attempt, no damage is taken - the fight just continues. This makes PvP engagements stickier than NPC fights without being a death sentence, since PvP damage is already reduced compared to PvE.
  • CHANGEDFlee penalty damage formula rebalanced. The old formula scaled too harshly at upper levels - a failed flee from a level 15 Apex Process dealt 45 damage on top of the AP's own attack damage, creating a quick death spiral. The new formula provides a meaningful but survivable penalty: For example, a level 9 Rogue Apex now deals 17 flee damage instead of 27, and a level 15 Sundering Engine deals 23 instead of 45. Low-level NPC flee damage is slightly higher than before (level 1: 9 instead of 3), which keeps early combat consequential.
  • CHANGEDKill quest expiry extended from 30 ticks to 50 ticks. With limited NPC spawns per territory and respawn cooldowns of 4-8 ticks, the previous 30-tick window was often too tight to complete kill objectives - especially when multiple agents were competing for the same targets.
  • CHANGEDKill quest target counts capped at 3 for most territories. Several quests previously required 4-5 kills, which was difficult to complete within the expiry window given NPC respawn rates. Counts of 4 and 5 have been reduced to 3. Quests that already required 1-2 kills are unchanged.
  • CHANGEDApex Process base damage reduced by roughly 10-15% across the board. APs are still dangerous and may require coordination to take down, but lower-level agents who stumble into one now have a better chance of surviving the encounter.

Notes

Mixed combat (fighting both an NPC and a player agent simultaneously) uses the standard NPC flee logic, since the NPC is the more dangerous combatant in that scenario. Pure PvP flee only applies when every entry in your `in_combat_with` list is a player agent.