# Changelog All notable changes to `mod-gold-rush` will be documented in this file. ## [Unreleased — hallsworth fork] ### Fixed - Bot routing is no longer a silent no-op. `Engine::ChangeStrategy` dispatches on the first character of the strategy name and ignores anything without a `+`/`-`/`~`/`?` prefix, so the bare `"new rpg"` calls did nothing. Now sends `"+new rpg"`, and only to the non-combat engine, which is the only engine `AiFactory` ever adds it to. - Temporary node lifetime is no longer 1000x too long. The `respawnTime` argument to `Map::SummonGameObject` reaches `GameObject::SetRespawnTime(int32)`, which is in seconds; the module was passing milliseconds, turning a 20-minute event into a ~14-day one. Nodes never expired on their own. - A config reload during a live event no longer orphans its gameobjects. `LoadConfig` cleared the tracked node list without despawning, leaving nodes in the world with nothing left to remove them. - Nodes are placed on real ground. Spawns previously reused the anchor's exact Z for every scattered X/Y, so on sloped terrain they floated or sank. Placement now probes ground height, rejects cliffs and lower floors, requires line of sight to the anchor, and retries a few times before giving up on a node. ### Changed - Node scatter uses a square-root radius so points spread evenly across the disc instead of bunching near the anchor. - `DespawnHotspotNodes` resolves the map once instead of per node, and warns if the map cannot be resolved. - Dropped the redundant `SetRespawnTime` / `SetSpawnedByDefault` calls after `Map::SummonGameObject`, which already does both. ## [Unreleased] ### Added - Standalone repository documentation in `README.md`. - Initial `CHANGELOG.md` for tracking module releases. - Clear documentation that `mod-playerbots` is a required dependency. - Added a compatibility section describing the AzerothCore + Playerbots expectations for this module. ### Changed - Loosened Gold Rush hotspot selection so events can fall back to eligible live-player zones when configured hotspots are unavailable. - Improved GM messaging for zone eligibility failures. - Allowed zone-based fallback when an exact configured sub-area anchor is not available. ### Fixed - Fixed `GoldRush.NodeEntries` parsing so configured node IDs are actually loaded from `gold_rush.conf`. - Fixed startup behavior where Gold Rush could appear to have no valid node entries even when configuration values were present. - Fixed `teststart` and scheduler flows that were overly strict about allowed zones.