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       #Post#: 314--------------------------------------------------
       Fleeing enemies instantly teleport in some conditions involving 
       water
       By: Dolmir Date: January 14, 2019, 7:03 pm
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       Sometimes when a mob starts to flee it will instantly disappear
       and end up somewhere else in the zone. This usually causes a
       train of mobs to swarm and attack you after some time and so is
       pretty bad for player experience. I have noticed it in the
       following areas
       - SolB near the lava surrounding the efreeti camp
       - CT beneath the temple areas in the tunnel just before the
       ooze pool
       - Upper Guk AC camp
       These areas do have something in common: in each area, there is
       a body of water preventing the mob from fleeing to some
       destination by land. I suspect this is the cause of the issue.
       #Post#: 324--------------------------------------------------
       Re: Fleeing enemies instantly teleport in some conditions involv
       ing water
       By: GM-Reaver Date: January 14, 2019, 11:55 pm
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       I've encountered this behavior as well, particularly in Dulak.
       Once the NPC reaches the threshold to begin fleeing, it appears
       to warp under the world, then appear a short distance away,
       usually in a place inaccessible to players.  This begins the
       long path of trains that will usually arrive around 5 or 10
       minutes later, depending on how far away the fleeing NPC gets
       before reaching another mob to share social agro.
       #Post#: 328--------------------------------------------------
       Re: Fleeing enemies instantly teleport in some conditions involv
       ing water
       By: GM-Bubbles Date: January 15, 2019, 12:19 am
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       Unfortunately we are not sure how to fix this "glitch"  -- at
       least not at this time  :(
       #Post#: 337--------------------------------------------------
       Re: Fleeing enemies instantly teleport in some conditions involv
       ing water
       By: Dolmir Date: January 15, 2019, 10:10 pm
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       Is there any chance you can do something to at least mitigate
       this? For example in the ooze pool area in CT this is a really
       big problem. Maybe configuring those oozes not to flee could
       make that area less of a death trap.
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