by azareth » Fri Nov 07, 2025 12:16 pm
basically yes, but there's no way to reliably prevent the door locking you out. I have accidentally recreated the problem because i wasn't paying attention and typoed a flee. Headless is gone now but this problem still exists for anyone trying to do Alamir. I waited outside until tic to prevent the repop-if-no-one-has-entered-zone-in-a-while thing, then opened the door. after the next aggro pulse, it looks like the alamir zone repopped, closing the door to get in. I don't know if this is fixable except to move the door to one room east inside the zone and make it a down door into the alamir area.
(tic_timer): Tic in 7 seconds!
The day has begun.
(tic_timer): Tic length updated to: 61.305 seconds.
* R HP:Healthy MV:Fresh >
Lansin narrates 'am '
* R HP:Healthy MV:Fresh >
Hope narrates 'moving s'
* R HP:Healthy MV:Fresh >
Lansin narrates 'here'
* R HP:Healthy MV:Fresh >
ude
unlock door e
An iron key bearing a horse's head snaps in two after you use it.
*click*
ode
open door e
* R HP:Healthy MV:Fresh >
e
Lansin narrates 'got a horse?'
* R HP:Healthy MV:Fresh >
Ok.
* R HP:Healthy MV:Fresh >
Somewhere Near Horses
The strong smell of cured hay mixed with that of something more earthy,
combined with the low sound of the occasional horse nickering somewhere in
the distance, gives a strong indication that horses are nearby. A path
gently winds downward towards some sort of structure.
[ obvious exits: W D ]
(wotmudmapper): (error): Caution. Direction w leads to an unknown room.
Zone: Horse Thief
A warhorse is here, stamping his feet impatiently, being ridden by you.
A hired mercenary has arrived from the west.
* R HP:Healthy MV:Full >
Hope narrates 'yeah from well'
* R HP:Healthy MV:Full >
Lansin narrates 'nod'
* R HP:Healthy MV:Full >
The doublegates closes quietly.
* R HP:Healthy MV:Full >
Lansin narrates 'good run'
* R HP:Healthy MV:Full >
Hope narrates 'in'
* R HP:Healthy MV:Full >
Lansin narrates 'brt'
* R HP:Healthy MV:Full >
(tic_timer): Tic in 7 seconds!
Lansin narrates 'didn't know if you made it south so was ping ponging around rotten'
* R HP:Healthy MV:Full >
Hope narrates 'are you ok lansin'
* R HP:Healthy MV:Full >
Lansin narrates 'yeah'
* R HP:Healthy MV:Full >
Lansin narrates 'am df'
* R HP:Healthy MV:Fresh >
Hope narrates 'yes i ade it south lol'
* R HP:Healthy MV:Fresh >
f
Before the Ruined Manor
Towering trees dwarf the ruins of a once proud manor to the north.
Destroyed years ago by accident or by the wars which wracked these lands,
it now waits as the forest slowly reclaims it. Even now its ivy-covered
walls are hard to spot through the trees and only white stones poke through
the undergrowth like bones.
[ obvious exits: N E S W ]
(wotmudmapper): (error): Caution. Direction e leads to an unknown room.
Zone: Tar Valon Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Healthy MV:Full >
tgt stablehand
Current target set to: stablehand
n
You can't ride in there.
* R HP:Healthy MV:Full >
dism
You stop riding him.
* HP:Healthy MV:Full >
lead
You start leading him.
A warhorse starts following you.
* HP:Healthy MV:Full >
ude
unlock door e
You do not have the proper key for that.
ode
open door e
* HP:Healthy MV:Full >
e
It seems to be locked.
* HP:Healthy MV:Full >
The doublegates seems to be closed.
basically yes, but there's no way to reliably prevent the door locking you out. I have accidentally recreated the problem because i wasn't paying attention and typoed a flee. Headless is gone now but this problem still exists for anyone trying to do Alamir. I waited outside until tic to prevent the repop-if-no-one-has-entered-zone-in-a-while thing, then opened the door. after the next aggro pulse, it looks like the alamir zone repopped, closing the door to get in. I don't know if this is fixable except to move the door to one room east inside the zone and make it a down door into the alamir area.
(tic_timer): Tic in 7 seconds!
The day has begun.
(tic_timer): Tic length updated to: 61.305 seconds.
* R HP:Healthy MV:Fresh >
Lansin narrates 'am '
* R HP:Healthy MV:Fresh >
Hope narrates 'moving s'
* R HP:Healthy MV:Fresh >
Lansin narrates 'here'
* R HP:Healthy MV:Fresh >
ude
unlock door e
An iron key bearing a horse's head snaps in two after you use it.
*click*
ode
open door e
* R HP:Healthy MV:Fresh >
e
Lansin narrates 'got a horse?'
* R HP:Healthy MV:Fresh >
Ok.
* R HP:Healthy MV:Fresh >
Somewhere Near Horses
The strong smell of cured hay mixed with that of something more earthy,
combined with the low sound of the occasional horse nickering somewhere in
the distance, gives a strong indication that horses are nearby. A path
gently winds downward towards some sort of structure.
[ obvious exits: W D ]
(wotmudmapper): (error): Caution. Direction w leads to an unknown room.
Zone: Horse Thief
A warhorse is here, stamping his feet impatiently, being ridden by you.
A hired mercenary has arrived from the west.
* R HP:Healthy MV:Full >
Hope narrates 'yeah from well'
* R HP:Healthy MV:Full >
Lansin narrates 'nod'
* R HP:Healthy MV:Full >
The doublegates closes quietly.
* R HP:Healthy MV:Full >
Lansin narrates 'good run'
* R HP:Healthy MV:Full >
Hope narrates 'in'
* R HP:Healthy MV:Full >
Lansin narrates 'brt'
* R HP:Healthy MV:Full >
(tic_timer): Tic in 7 seconds!
Lansin narrates 'didn't know if you made it south so was ping ponging around rotten'
* R HP:Healthy MV:Full >
Hope narrates 'are you ok lansin'
* R HP:Healthy MV:Full >
Lansin narrates 'yeah'
* R HP:Healthy MV:Full >
Lansin narrates 'am df'
* R HP:Healthy MV:Fresh >
Hope narrates 'yes i ade it south lol'
* R HP:Healthy MV:Fresh >
f
Before the Ruined Manor
Towering trees dwarf the ruins of a once proud manor to the north.
Destroyed years ago by accident or by the wars which wracked these lands,
it now waits as the forest slowly reclaims it. Even now its ivy-covered
walls are hard to spot through the trees and only white stones poke through
the undergrowth like bones.
[ obvious exits: N E S W ]
(wotmudmapper): (error): Caution. Direction e leads to an unknown room.
Zone: Tar Valon Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Healthy MV:Full >
tgt stablehand
Current target set to: stablehand
n
You can't ride in there.
* R HP:Healthy MV:Full >
dism
You stop riding him.
* HP:Healthy MV:Full >
lead
You start leading him.
A warhorse starts following you.
* HP:Healthy MV:Full >
ude
unlock door e
You do not have the proper key for that.
ode
open door e
* HP:Healthy MV:Full >
e
It seems to be locked.
* HP:Healthy MV:Full >
The doublegates seems to be closed.