CODING BUG: KMG clanrooms - bug or oversight?

... post your favorite game bugs here for the coders' attention. Please, please, please, show the steps necessary to repeat the bug. Otherwise they can't be solved and they will be ignored...

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Razhak
Posts: 1396
Joined: Sun Mar 22, 2015 7:43 am

CODING BUG: KMG clanrooms - bug or oversight?

Post by Razhak » Mon Jan 10, 2022 5:04 am

I am pretty sure this never happened before to me, and today I tried just because.. well.. sometimes you try something :P

And 'lo it worked?!




o S HP:Scratched DP:Strong MV:Tiring > l
Road Through Chachin
Chachin sprawls across three mountains, the Aesdaishar palace occupying the
cleared top of one, looming above the city below. A series of concentric
ring walls radiate out from the palace, forming the many defenses of the
city. The Keep to the south allows entry to the innermost ringwall, which
is home to the richest districts of the city. An imposing stone building
stands to the north, with gold lettering announcing the presence of the
Guild Hall of the respected Kandori Merchants' Guild.
[ obvious exits: N E S W ]
There are some bloody traces of a human leaving west.
There are some bloody traces of a human leaving north.
There are some bloody traces of a human leaving south.
There are some bloody traces of a human leaving east.
There are some tracks of a horse leaving west.
Overgrown grass surrounds an old ramshackle wagon missing one of its wheels.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.


o S HP:Scratched DP:Strong MV:Tiring > knock greatdoor
Ok.

o S HP:Scratched DP:Strong MV:Tiring > knock greatdoor
knock greatdoor
knock greatdoor
Ok.

o S HP:Scratched DP:Strong MV:Tiring > Ok.

o S HP:Scratched DP:Strong MV:Tiring > Ok.

o S HP:Scratched DP:Strong MV:Tiring > fade n
+
The shadows reach out, and suddenly engulf you.
The Kandori Merchants' Guildhall
A large marble hall forms the entrance of the Guildhall of the Kandori
Merchants' Guild. The vast chamber echoes any sound made within the hall,
causing it to reverberate off the red marble floors and gray marble walls.
The sound of voices emanates from a pair of dark wooden doors to the east.
[ obvious exits: E S W ]
A marble bench, flecked with gold and bronze, adorns the floor.
You notice a backpack is hidden here.
A stout merchant guard stands here, scrutinizing you.
A stout merchant guard stands here, scrutinizing you.
A secretary stands here, surrounded by the Guild's administration.
A treasurer stands here, managing the clan coffers.
A stout merchant guard stands here, scrutinizing you.
A stout merchant guard stands here, scrutinizing you.
Master Mitsuo Fyodorovni attends to matters of the Guild here.

* S HP:Scratched DP:Strong MV:Tiring > e

alundora
Posts: 6
Joined: Sun Feb 18, 2018 9:26 am

Re: KMG clanrooms - bug or oversight?

Post by alundora » Mon Jan 10, 2022 7:50 am

Razhak faded into clan room to kill someone who escaped him... very poor form/behavior.

Elysia
Posts: 7925
Joined: Sun Feb 15, 2015 1:29 pm

Re: KMG clanrooms - bug or oversight?

Post by Elysia » Mon Jan 10, 2022 9:04 am

Yeah, that's a bug. Not something I can fix with a room flag. This will need a code fix. Or a permanent lantern, but that may not be an option in all places (e.g. quest zones). Please don't do this stuff.

Razhak
Posts: 1396
Joined: Sun Mar 22, 2015 7:43 am

Re: KMG clanrooms - bug or oversight?

Post by Razhak » Mon Jan 10, 2022 9:08 am

Elysia wrote:
Mon Jan 10, 2022 9:04 am
Yeah, that's a bug. Not something I can fix with a room flag. This will need a code fix. Or a permanent lantern, but that may not be an option in all places (e.g. quest zones). Please don't do this stuff.
The odd thing is, I am quite sure I tested before whether I could fade in or not, and then it didnt work. So something changed? Only thing I can imagine is that the loads on the permanently stationed mobs there was changed, or the room was changed to permadark (with a lantern in the room you can still fade out and into a permadark room) instead of permalit.

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