I don't see an option to make patch files in VS2013. In fact as far as I remember from the last project, the whole point of using Git was to not need patch files, those were an svn thing. Instead, branches... so basically I need to make a new branch, with only the related commits somehow if I understand the logic of how this should work, then push that branch to a fork (so I guess I can't avoid setting that up somehow either). Now the problem is I don't see almost any of the usual options in VS. No checkout, no nothing. My first encounter with Git was a year ago so I don't remember all that much details either. I have more important things to do than experimenting with this anyway, for example actually completing the feature. We still only have one and a half 1st job class worth of skills implemented.
I wasn't originally planning to update more often than like once every 2 years or something. Resolving conflicts sounds like a pain with the amount of changes I'm doing to the items, monsters, and everything. Meanwhile I found those import folders, that seems like a great idea to use but I don't see an option in this "Server Database Editor" tool to actually put the changes into those files. It might be able to do that but I'm unsure. If you can show me an option that does a one click "put all the changes into the import folders", updating becomes a more viable option. Even then it means I have to actually process all the new stuff and adjust them to my needs, items, drops, everything. Not the thing I'm after when I still haven't even finished doing that to the existing stuff...
Not to mention I started this because I wanted to take it easy and have a place where I don't need to worry about anything except myself. So if you want that patch, you have to be patient, it's not my top priority right now, sorry about that.
Now the good news, I made some good progress. Pneuma is working now, which means I can now implement ground skills without a problem. I also figured out I was calling the wrong path procedure which was causing my characters to sometimes lose sight of their target. To be fair it was kinda fun that way, felt more like a real human player, sometimes moving randomly or getting lost, but I think it's better if they don't. Also, I was able to make them follow the party leader into map warps which is a huge convenience improvement.
I need to start thinking about how the AI should be dealing with mage spells. When to use faster or slower, AOE or single target, which element, etc. This will be a lot more complex than other classes.
Also, this might actually result in something really scary. At this rate the AI might become a more reliable party member than real people - that's not very healthy for an online server.