MOVEMENT AND TILES Live after the restart this afternoon, about 16:20 UK.
[HR] Two things were throwing movement off. An empty square could still have a creature's name on it after they had already walked away. The server treated that square as full and sent you back. In a crowded room, Zuma Temple especially, that turned into bouncing from cell to cell instead of walking. On top of that, a heavy burst of data froze the whole world for a moment. Potion keys, a big experience hit, a crowded fight. Everyone stopped, not just the person sending it. Live for everyone after this restart- Empty squares — if the creature is no longer standing there, the square does not block you.
- A real body still blocks a walk — another player, a hero, a monster, a wall, a closed door, or a shopkeeper.
- A run stops on a monster that is actually standing on the square. A run still crosses another player or a hero.
- The world keeps moving when a burst of packets goes out. Potions and experience no longer freeze every character on the shard.
- Each step plays as soon as you press the key. The next step waits until the server agrees or refuses.
- A refusal puts you back on the square that step started from.
- Monsters walk the gap between steps, instead of hopping one tile and standing still.
- A flood of incoming packets no longer freezes your own screen.
