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RGMercs PSA: Camp Settings Change 6/18/2026

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May 5, 2024
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Check your camp settings before you turn pull on after update!
Some behavioral changes, should be all positive and a little smoother.


Code:
* Removed "Camp Hard" setting, added three new settings:
* * Camp Leash (Downtime) - return to the exact camp location after each fight (Default: false).
* * Camp Leash (Combat) - return to the exact camp location in combat if you leave the camp radius (Default: false).
* * Camp Exceed Distance - turn camp off if your distance from the camp somehow exceeds this value (if not pulling) (Default: 400, which was the previous hardcoded value).
 

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This should help in my dungeon crawls! Algar, how do I modify this setting? The only spot I've found it is in the rgmercs_config.db file, and modifying that directly....did not go well.
 
Disregard, I found all of them via "/rgl set".

Thanks!
Can also check the UI, if you don't feel like stumbling around with the command line, totally up to you. But glad you found what you're looking for.

Pop open the options window by hitting a cog, or /rgl options

Search it, to include the FAQs and command list, by placing a term in the search block or using /rgl search thingie
 
Finally getting around to trying this new version today. Noticing that in some cases, toons will get stuck out from the camp far enough to either not assist with pulls, or if the MA gets stuck out there, ends up trying to solo mobs being pulled. This happend occasionally before the changes as well, requiring the use of "Camp Hard", or adjusting the radii. I saw the new "leash" options that have taken place of camp hard, and I really like that there are now options for this in downtime in combat. That said, the downtime option doesn't seem to work for me, which I attribute the likely cause as the puller doing chain pulls with additional mobs mezzed back at camp. Ticking the leash to camp combat option did work for this. Porbably working as intended, but I wanted to report my experience nonetheless.
 
Finally getting around to trying this new version today. Noticing that in some cases, toons will get stuck out from the camp far enough to either not assist with pulls, or if the MA gets stuck out there, ends up trying to solo mobs being pulled. This happend occasionally before the changes as well, requiring the use of "Camp Hard", or adjusting the radii. I saw the new "leash" options that have taken place of camp hard, and I really like that there are now options for this in downtime in combat. That said, the downtime option doesn't seem to work for me, which I attribute the likely cause as the puller doing chain pulls with additional mobs mezzed back at camp. Ticking the leash to camp combat option did work for this. Porbably working as intended, but I wanted to report my experience nonetheless.
If you have mezzed mobs at camp, you are in combat.
 
If you have mezzed mobs at camp, you are in combat.
I figured as much. Prior to this change, I would typically set group camp with my MA, and on my Puller, and keep the rest of them on chase to the MA. This no longer seems to be as reliable in keeping everyone corralled. I am having to rely on "leash during combat" to keep folks from getting too far away from the group and getting themselves killed. I don't really consider this as a "problem", per-se, as I am still learning the ins and outs of the changes, just sharing my findings in case others are seeing the same.
 
I figured as much. Prior to this change, I would typically set group camp with my MA, and on my Puller, and keep the rest of them on chase to the MA. This no longer seems to be as reliable in keeping everyone corralled. I am having to rely on "leash during combat" to keep folks from getting too far away from the group and getting themselves killed. I don't really consider this as a "problem", per-se, as I am still learning the ins and outs of the changes, just sharing my findings in case others are seeing the same.
Chasing in combat is still optional. You can do exactly what you were doing if you just turned the option back on. We seldom remove functionality.
 
Chasing in combat is still optional. You can do exactly what you were doing if you just turned the option back on. We seldom remove functionality.
Right, I was just saying that it doesn't seem as reliable in terms of keeping toons where I want them for my particular use case. That said, the "less hardness" of the "leash to camp" has been very noticeable and appreciated. Seems like just the right amount now without as much back and forth to the mob.
 
RGMercs PSA: Camp Settings Change 6/18/2026

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