Server / Events
Raids, and why the engine's own timer could not be used
Raids were switched off on this server, and simply switching them on would have been a mistake. The engine's raid timer fires on a fixed probability and knows nothing about who is online, which goes wrong three ways at once: Ferumbras appears at four in the morning and wanders unkilled until the next restart; the Piratess raid drops 524 monsters whether two people are online or two hundred; and nothing ever clears up what was not killed.
So the engine timer stays off - which still loads the raid files - and a raid director owns the scheduling instead. It reads the raid files once at startup and decides three things.
Whether the people online can fight it. The bar comes from the raid's own worst monster, so no raid had to be tagged by hand, and it is a level bar rather than a headcount: four level-8 characters are not a boss raid. Getting those floors wrong is easy - the first version let the lowest band through at level 1, and a single level-20 character counted as enough for forty of the sixty-one raids. With the floors corrected the same character qualifies for twenty-six, every one of them genuinely low-level, and the four world-boss raids need four players at level 180 or more.
How big it should be. The amounts in the raid files are now a busy-server maximum; what actually spawns is about eight creatures per online player, capped. Two players get a skirmish of eight, twenty get the full thing. This is also the cheapest performance win available - a 524-monster raid was a lag source by itself - and monsters are created a few at a time so even a large raid never stutters.
When it is over. Survivors are removed once the raid has run its course, and immediately if the last player logs out. A boss can no longer outlive the players who were meant to fight it.
Every raid is now the same shape of event: one announcement naming the place and the level it suits, three minutes to travel there, then the creatures land, and a line when the attack is beaten off. That applies to the forty-nine raids that were already here as well as the new ones, because a raid's location is worked out from its own coordinates rather than written down anywhere.
Twelve new raids were added, deliberately clustered on the core continent - three around Thais, two on the Plains of Havoc road, two at Carlin, two at Venore, two at Ab'Dendriel and one in the Kazordoon mines - built from weak creatures so a new character has events worth attending. Their spawn areas were picked from places where weak monsters already live, so the ground is known to be walkable and the area reachable on foot. The whole catalogue is weighted towards those towns too.
One knock-on: raids running again means the ten raid-only monsters become catchable, so the Pokedex went from 235 species to 242. The three world bosses are deliberately left out - they appear only when the director finds four high-level players online, and gating the last Pokedex rank behind being awake for one of those would make "catch them all" luck rather than effort. That is one line to change if it should count.
Staff can call an event by hand with /raid, list what suits the current crowd, or stop one; anyone can type !raid to see what is happening.