DAVID DELBECQ wrote: > Well, this doesn't seem to be a problem of the cvs version. I localy use the > 0.98 version without cvs to develop maps. In a map with 10 demon lords, the > server is laggy when they are casting while the same map didn't lead to > problems with version 0.97 i used before. It seems the the latest changes did > really slow down the server. When i speak of slowdowns, i mean a use of 90% > cpu on a 600Mhz Athlon for 1 user. There is a known problem with lots of spellcasters on the same map/area. to fix this requires a fairly fundamental change in how map objects work, so is not likely to happen really soon. Basically, whenever a spell is added to a space, it needs to look at all the other objects on the space to see if it gets affected or is affected by any of them. When there are hundreds of objects on a space, this gets to be a very costly operation. The simple solution is to try to limit the number of reaally heavy spell casters in one area. The map guide basically says to do this for other reasons (if a player can kill 2, chances are it can kill 3, 4, or whatever number - at some point, the monsters block other monsters, the extras can't do anything anyways).