Some low level changes in the battlecode were implemented during todays
boot. For most parts, they should not be visible to players engaged in
normal activities, but nevertheless - here is the explanation of what
was done (a bit technical tho):
Previously players and monsters could only engage in one battle at
any one time. Hence a situation where two players, who don't belong
to the same party, attack a common monster would also make the players
attack each other.
This became evermore clear when multiple parties engaged the same
monsters, causing not only odd behaviour in players hitting each other,
but also tuneproblems as the monster attacks were being divided among
all the front row players in all parties.
Now, monster and players alike can engage in multiple battles against
separate opponents (or parties). The 'target' command can be used to
define which battle or target the player should use his/her attacks on.
Note tho, that monsters cheat. They have a full set of strikes for
each battle/group of opponents that they engage. This is intentional
and for avoiding situations where 9 low-level tanks, divided into 3
parties share the damage done by the monster, thus making even the
biggest eqmonsters too easily killable.
As a side result, some monsters with odd special attacks (*cough, one
archlich *cough*) may at the moment be quite hard to kill, before I have
a chance to go over that individual monster code.
Please note that this code is somewhat experimental. Tho it has been tested
by both me and other wizards (with their testchars), it's still prone to
bugging. Therefor, there's a chance (a high likelyhood even) that we will
have one or more extra reboots today during the afternoon as we find and
fix problems caused by this change. Do not unchest and go on major eq-parties
unless you are able to abort it with short (~5 - 10 min) notice.
++ Gore
P.s. Some other code was also implemented into the game during the wizlock
but I'll let the respective authors introduce it when the time is right.