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I hope the first launch goes smoothly! Looking forward for the dozens of unexpected bugs to be discovered🙃

Ok actually fixing the invasions to search infinitely upwards was a lot easier then i thought. And it shouldn't break anything because it's just modified WexDust. Awesome, ty @Inferbro you were totally right! :)

Adding back in infinite invasions upwards isn't looking too good, sadly :(
Looks like the server does filter and only return the players within your SL, so bypassing that would requires some clever tricks in addition to lying to the server about your SL.

Getting really close to a beta release for the overhaul mod! Only need to add the allow infinite invasions upwards feature (if possible), and verify anti-ban code works 100% (just waiting for FROM on that lmao).

Rollback netcode progress: Managed to remove the need for the P2P type 18 packet (which says if a player hits another player) by forcing the game to treat other players as NPCs for hit calculation purposes. This is needed b/c hits should be client side calcd for rollback.

JUST so everyone understand where i am on the issue btw, i play DS1 pvp

Re: my last tweet: PvP backstabs specifically XD
That's why i was talking about defender checks.

Damn FROM just fucking hates backstabs, they're been effectively removed from Elden Ring completely. :V
Defender side range and angle checks. Sad.

Trying to keep an up-to-date list of Elden Ring NT bugs here: reddit.com/r/Eldenring/comment
Hope FROM can see em, not sure where else to put it.

Btw, if you've been wondering what's happening with my mod: i'm still trying to iron out the last bug in the anti-ban code. Each ban takes 2 weeks to trigger 😭, and it's being very evasive about if it even does it.

Some really fucking amazing work in this mod, and i'm not just saying that cause i helped make it :)
Seriously, Inferno has done some incredibly impressive shit, and this mod is fantastic.
---
RT @Inferbro
NEW VIDEO -> youtu.be/qRBTMhG2_00
twitter.com/Inferbro/status/14

And i can't even test it myself, i have to ask others who actually crash to see if certain changes stop the crashes or not. Of course, it's not reliably reproducible either.

man, hunting down crashes in my mod is a fucking roller coaster. Nope, it's not in the super janky and over engineered hotswapping system i had to develop from scratch that uses FROM debug code. Apparently it's in the 20 line basic feature???
Maybe?????

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