HOMEFORUMSUPPORTDISCORD
★ TEST
✦ Welcome to the MapleVerse Test Portal! ✦  Found a bug? Report it here — paste a screenshot right from your clipboard! ✦  9 issues being tracked — thank you, testers! ✦✦ Welcome to the MapleVerse Test Portal! ✦  Found a bug? Report it here — paste a screenshot right from your clipboard! ✦  9 issues being tracked — thank you, testers! ✦
#73 bots should not be able to jump up walls that are to high to jump just by walking into them FIXED
MEDIUM Quests & NPCs 🍄reported by Drew · 2026.08.06 · updated 2026.08.06
monobee in lith harbor was able to get ontop of the wall by walking into the wall instead these should use the correct ladder / rope / jump mechanics to get ontop of the wall
screenshot 1
🍅 ME TOO · 0 Sign in to confirm this bug.
COMMENTS 2 replies
Admin ADMIN 2026.08.06
Confirmed - cause found, patch not written yet.

Bots are positioned by asking for the ground height at their x, with no wall check, so walking into a wall pops them straight onto the ledge above it.

Moving it out of OPEN so the list reflects reality: this one is pinned down to exact files and lines, so what is left is writing and testing the change, not working out what is wrong.
Admin ADMIN 2026.08.06
Fixed in bd97779d.

Cause: a bot's height was never simulated, it was assigned - every frame it was placed at 'the lowest surface anywhere in this column', which has no notion of a wall. Sideways, the bot was free to roam its anchor point plus or minus 180px with nothing but the camera bounds stopping it. The player already walks by the right rule: you cross linked floor segments, and a linked segment whose two ends share an x is a WALL that stops you.

So a bot that wandered into a wall simply appeared on whatever floor lay on the far side of it. Lith Harbor links a floor to three stacked walls at x=2218 and out again to the next floor: the ground goes from 647 to 527 across five pixels of travel, a 120px pop. Henesys has the same shape at x=938, a 60px step.

Fix: bots are bound at spawn to the connected floor strip they are standing on, using the same walk the player's own wall and edge checks already use - so a wall now ENDS the patrol instead of being walked through. Across all 18 bot maps the strips have no internal gaps, so no bot lost its patrol.

Retest: watch the bots near the walls in Lith Harbor and Henesys.

Sign in with MSU to comment.