- General optimizations for memory and performance
- Memory optimizations related to scripting
- Fixed crashes related to pathing and AI
Can someone explain what these three mean specifically? Sorry, I'm not as programmer savvy as most on these boards. In particular, do any of the fixes in the original post address the problem with Dead Thralls disappearing and/or getting stuck in different locations?
The first one is just usually tech lingo for fixing errors in the engine that resulted in memory hogging which slows overall performance. Most developers wont mention specific engine fixes in this regard as most people wont know what it does, or how it would affect the game.
The second most likely again means just fixing errors in the games scripting that made it hang up, or run to many times. Also sorting the order scripts are loaded for better performance is another way to improve it and would be covered by this header.
Lastly the crash fix is pretty important, as its probably the main culprit in many crash issues. Basically the "pathing" is where the AI can go in the world, and how it decides to do it. If this is broken it will result in a lot of "logic" errors by the AI, meaning that they generate an error that breaks the game causing it to crash. Like the AI trying to walk up a waterfall or deciding that the quickest route to take is over a mountain but it getting stuck on a rock half way up. With towns featuring a lot of unique walkways, stairways and routes for the AI to take it means a lot of people will experience less crashes entering towns if any at all now.