Patch kill theses bugs (and a new shiny spawner algorithm!)
Hello! Little patch who will add the new spawner system and solve some of multiplayers problems.
You will probably not see immediatly the advantages/evolution of the new spawner but this will allow us to add events, specific monsters (named), World boss etc ...
Others bugs fixes patch are planned maybe this week or next week and will be focused mainly on multiplayer bugs.
Thank you and have a nice week everyone!
--------------------------------------
New spawner, with a new algorithm Spawn is more dynamic
Spawn is better distributed, monsters are not anymore stacked on the borders
of the screen
Spawn don't depend on the "current biome" (biome where the player is located)
but on the monster's spawn location, so if you are on the edge of two biomes,
monsters of each biome can spawn
Works well in multiplayer
Spawn engine is more customizable, and will allow us to create persistant
world bosses, or persistant monsters (that remains after a save and quit).
It allow also a better control on the number of monster spawned per chunk,
and their attributes (effects, levels, etc...)
Multiplayer fix Pet house items points and experience gain are not sync
Crash if a chest window is open and the player die (work also for other objects)
Spawner don't work anymore if a client is transformed and return to
it's normal state (detransform), and some other problems

You will probably not see immediatly the advantages/evolution of the new spawner but this will allow us to add events, specific monsters (named), World boss etc ...
Others bugs fixes patch are planned maybe this week or next week and will be focused mainly on multiplayer bugs.
Thank you and have a nice week everyone!
Changelog
--------------------------------------
New spawner, with a new algorithm Spawn is more dynamic
Spawn is better distributed, monsters are not anymore stacked on the borders
of the screen
Spawn don't depend on the "current biome" (biome where the player is located)
but on the monster's spawn location, so if you are on the edge of two biomes,
monsters of each biome can spawn
Works well in multiplayer
Spawn engine is more customizable, and will allow us to create persistant
world bosses, or persistant monsters (that remains after a save and quit).
It allow also a better control on the number of monster spawned per chunk,
and their attributes (effects, levels, etc...)
Multiplayer fix Pet house items points and experience gain are not sync
Crash if a chest window is open and the player die (work also for other objects)
Spawner don't work anymore if a client is transformed and return to
it's normal state (detransform), and some other problems
