FIXED: No way out of certain rooms

... 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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Bul
Posts: 31
Joined: Wed Oct 17, 2018 7:33 pm

FIXED: No way out of certain rooms

Post by Bul » Sat Mar 05, 2022 8:40 am

Can there please be a way out of certain rooms if repop happens and you are resting?

Humid Cavern
Water runs down the walls and drips from the ceiling in slow motion, as if
the very cavern is weeping salty tears. Shadows play across every surface,
a trick of natural rock formations that seem to glow with an otherworldly
translucence. Small puddles of saltwater collect in shallow depressions
that drain away, the porous surface of the rock acting like a sponge.
[ obvious exits: N ]
Zone: Mayene Peninsula
Door north: bandeddoor
A mirrored lantern has been left here.
A mahogany chest etched in gold gleams with a dark finish.

There is no way out and wastes so much time idling and having to wait to go to the Circle.

toshiro
Posts: 39
Joined: Fri Oct 30, 2020 10:25 pm

Re: No way out of certain rooms

Post by toshiro » Sat Mar 05, 2022 11:09 am

Renegade Cargomaster is also like this as far as i can tell.

Feneon
Posts: 1774
Joined: Sat Dec 19, 2015 5:02 pm

Re: No way out of certain rooms

Post by Feneon » Sat Mar 05, 2022 11:52 am

Can say exit in both those rooms to leave.

Previously there wasn't an exit command to say in the cargomaster though so that's new.

Bul
Posts: 31
Joined: Wed Oct 17, 2018 7:33 pm

Re: FIXED: No way out of certain rooms

Post by Bul » Sun Mar 06, 2022 4:19 pm

thank you.

toshiro
Posts: 39
Joined: Fri Oct 30, 2020 10:25 pm

Re: FIXED: No way out of certain rooms

Post by toshiro » Sat Mar 19, 2022 1:50 pm

This doesn't appear to be working for renegade cargomaster

Below the Deck
With no light, and the way out blocked, this area below the deck is
completely dark. Scratch marks can be seen on the wooden trapdoor leading
up, as if someone tried but failed to open it. Brackish water, which gets
deeper as it nears the captain's chambers, has ruined the wood of this
room. Strangely, the door ahead seems bolted tightly enough to hold the
water out.
[ obvious exits: N S ]
Zone: Southwest Tremalking
Door north: cabindoor
Door south: thickdoor
A pair of soft boots, laced to the knee, fade against the earth.
A brightly polished set of riveted chainmail leggings lies here.
A soft leather pouch has been discarded here.
A brightly-colored sash lies here, in a heap.
A lovely delicate bracelet carved from an ivory tusk gleams here on the ground.
A thick pair of leather work gloves has been tossed to the ground here.
A pair of riveted chainmail coverings lay stretched on the ground.
A long tunic of shimmering green scales lies here.
A brightly-plumed captain's hat has been carefully set aside.
A one person canoe rests on the ground.
A scroll bearing the names of criminals lies here.
A mirrored lantern has been left here. [2]
A thick hunk of peppered beef has been left here.

* S HP:Hurt MV:Full >
'exit
You drawl 'exit'

* S HP:Hurt MV:Full >
Tic in 7 seconds!
l
Below the Deck
With no light, and the way out blocked, this area below the deck is
completely dark. Scratch marks can be seen on the wooden trapdoor leading
up, as if someone tried but failed to open it. Brackish water, which gets
deeper as it nears the captain's chambers, has ruined the wood of this
room. Strangely, the door ahead seems bolted tightly enough to hold the
water out.
[ obvious exits: N S ]
Zone: Southwest Tremalking
Door north: cabindoor
Door south: thickdoor
A pair of soft boots, laced to the knee, fade against the earth.
A brightly polished set of riveted chainmail leggings lies here.
A soft leather pouch has been discarded here.
A brightly-colored sash lies here, in a heap.
A lovely delicate bracelet carved from an ivory tusk gleams here on the ground.
A thick pair of leather work gloves has been tossed to the ground here.
A pair of riveted chainmail coverings lay stretched on the ground.
A long tunic of shimmering green scales lies here.
A brightly-plumed captain's hat has been carefully set aside.
A one person canoe rests on the ground.
A scroll bearing the names of criminals lies here.
A mirrored lantern has been left here. [2]
A thick hunk of peppered beef has been left here.

* S HP:Hurt MV:Full >
open door up
I see no door there.

* S HP:Hurt MV:Full >
search u
You begin searching in that direction...

-
=+
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*+
=-
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=+
*
*+
=
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-=
+*
*+
=-
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=+
*
*+
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You didn't find anything.


The specific room is 1s of the smob, there is an up exit. It requires search to open from above, but it cannot be opened from below.

Feneon
Posts: 1774
Joined: Sat Dec 19, 2015 5:02 pm

Re: FIXED: No way out of certain rooms

Post by Feneon » Sat Mar 19, 2022 3:45 pm

Doorname up is trapdoor. Open thickdoor would have worked to open south. Let me know if you can open it in the future. Fixed the search requirements to be lower than the search to open.

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