Faceoff Changes

... 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...

Moderator: Aureus

Rig
Posts: 2233
Joined: Wed Dec 16, 2015 8:00 pm
Location: JESUS

Faceoff Changes

Post by Rig » Mon May 01, 2023 6:39 pm

You can't tell me this is possibly intentional.

l
R S HP:Scratched DP:Strong MV:Full > The grizzled veteran has arrived from the east.
A Shienaran guard has arrived from the east.
A Shienaran guard has arrived from the east.

Merchants Row
This street is part of the commercial district of Fal Dara. To the north lies
an inn called "The Peaceful Knight's Rest" and to the south lies a tavern full
of cheer. To the east lies the main road to the keep, and to the west lies a
small square that appears quite empty.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Shienaran guard is here, fighting YOU!
A Shienaran guard is here, fighting YOU!
A grizzled Shienaran veteran looks on.
|1|.A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
A Shienaran guard patrols here, watching you carefully.

* R S HP:Scratched DP:Strong MV:Full - a Shienaran guard: Healthy > e
n
f
No way! You're fighting for your life!


* R S HP:Scratched DP:Strong MV:Full - a Shienaran guard: Healthy > n
No way! You're fighting for your life!

A Shienaran guard has arrived from the west.enaran guard: Healthy >
You panic and attempt to flee!

Scrat
Posts: 114
Joined: Tue Aug 18, 2015 8:07 pm

Re: Faceoff Changes

Post by Scrat » Mon May 01, 2023 8:05 pm

I brought it up on discord and gave a similar log to Aureus yesterday. Seems rather nasty for cities in particular, but any chasing mob against a slower link will ruin your day.

Aureus
Posts: 972
Joined: Mon Dec 28, 2020 11:13 pm

Re: Faceoff Changes

Post by Aureus » Tue May 02, 2023 4:45 pm

Interesting side effect of the face-off changes. It's hard to say if this was the intended behavior all along or not, but it does seem overly punishing.

I've submitted a code change that will make the mobs no longer instantly aggro when walking into the room, and instead aggro at the next hunting or combat round pulse, whichever comes first. Just waiting on Flash to review/approve.

Mantas
Posts: 231
Joined: Tue May 14, 2019 4:35 pm

Re: Faceoff Changes

Post by Mantas » Wed May 03, 2023 10:21 am

I am pretty sure you know this by now, but these changes have a big impact!
Just walking around zones with chasing aggro mobs is rather annoying now.
---

* R HP:Wounded MV:Fresh - a blight-bear: Healthy >
f
You panic and attempt to flee!


You flee head over heels.
The Dried-out Pond
[ obvious exits: N S W ]
Zone: Decayed Forest
-- RIDDEN MOUNT -- tracks leaving vv SOUTH. vv
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving south.
A wild stallion bucks madly, being ridden by you.
A lynx creeps low to the ground, hunting for food.
A black snake with red mottling slyly meanders around you.

* R HP:Wounded MV:Fresh >

A blight-bear has arrived from the south.
s
* R HP:Wounded MV:Fresh - a blight-bear: Healthy >
e
e
e
No way! You're fighting for your life!

e
* R HP:Wounded MV:Fresh - a blight-bear: Healthy >
No way! You're fighting for your life!

* R HP:Wounded MV:Fresh - a blight-bear: Healthy >
No way! You're fighting for your life!

* R HP:Wounded MV:Fresh - a blight-bear: Healthy >
f
No way! You're fighting for your life!

* R HP:Wounded MV:Fresh - a blight-bear: Healthy >
s
No way! You're fighting for your life!

* R HP:Wounded MV:Fresh - a blight-bear: Healthy >
s
You panic and attempt to flee!

s
You flee head over heels.
The Dried-out Pond

Shzrei
Posts: 156
Joined: Sat May 02, 2015 7:52 am

Re: Faceoff Changes

Post by Shzrei » Tue May 09, 2023 6:43 am

If imms want to see what this looks like in a city; with different mobs that chase at different speeds; with and without PCs included; I can dig out about 20 logs.

Two deaths to mobs instant chasing more then two rooms to do this

I’m unsure if this is having the desired affect either (my assumption is you don’t want people walking out after killing mobs, which they can still do)

Draz
Posts: 571
Joined: Sun Feb 19, 2017 9:14 pm

Re: Faceoff Changes

Post by Draz » Sun May 14, 2023 7:05 am

Examples from various alts

You lance a Tower Guard's body into bloody fragments!
A Tower Guard barely lances your body.
A Tower Guard tries to lance you, but you deflect the blow.
A Tower Guard tries to lance you, but you parry successfully.
A Tower Guard has arrived from the north.
Mood changed to: Wimpy

* S HP:Scratched MV:Tiring - a Tower Guard: Scratched > You panic and
attempt to flee!
*Geom* has arrived from the west.


*Geom* tries to pierce you, but you deflect the blow.

You flee head over heels.
Fire Avenue
[ obvious exits: N E ]
Zone: Tar Valon
An oil lamp, set in a steel cage, hangs from a high wooden pole.
Mood changed to: Brave

* S HP:Scratched MV:Tiring >
A Tower Guard has arrived from the north.
A Tower Guard has arrived from the north.
A Tower Guard has arrived from the north.
A Tower Guard has arrived from the north.
No way! You're fighting for your life!

* S HP:Scratched MV:Tiring - a Tower Guard: Healthy >
[bash h.light]
Bash who?

* S HP:Scratched MV:Tiring - a Tower Guard: Healthy >
A Tower Guard joins a Tower Guard's fight!
A Tower Guard joins a Tower Guard's fight!
A Tower Guard barely lances your left leg.
A Tower Guard tickles your left leg with his lance.
A Tower Guard tries to lance you, but you parry successfully.
You lance a Tower Guard's body extremely hard.
(tic_timer): Tic length updated to: 60.792 seconds.
A Tower Guard barely lances your body.
- Not a DLINE



Southern Wharf
[ obvious exits: N E S ]
Zone: Tar Valon
Door south: Heavydoor
A smartly dressed man ambles about here.
A Tower Guard watches for signs of trouble.
A portly man stands among crates of colorful fruits and vegetables.

* S HP:Wounded MV:Tiring >
A Tower Guard tries to lance you, but you parry successfully.
A jovial produce vendor joins a Tower Guard's fight!
A jovial produce vendor tries to hit you, but you parry successfully.
You try to lance a Tower Guard, but he parries successfully.
A Tower Guard lances your right leg hard.
The Tar Valon guardsmen ring the city alarm in the distance.
No way! You're fighting for your life!

* S HP:Hurt MV:Tiring - a Tower Guard: Scratched >
No way! You're fighting for your life!

* S HP:Hurt MV:Tiring - a Tower Guard: Scratched >
Mood changed to: Wimpy

* S HP:Hurt MV:Tiring - a Tower Guard: Scratched >
You panic and attempt to flee!


A jovial produce vendor tries to hit you, but you deflect the blow.
A Tower Guard tries to lance you, but you deflect the blow.

You flee head over heels.
Southharbor
[ obvious exits: N E W ]
Zone: Tar Valon
A well-dressed man peals his bell, alerting people to the latest news.
A uniformed officer meticulously examines documents at the customs checkpoint.
A dockmaster is here, working hard.
Southern Wharf
[ obvious exits: N E S ]
Zone: Tar Valon
Door south: Heavydoor
A smartly dressed man ambles about here.
A Tower Guard watches for signs of trouble.
A portly man stands among crates of colorful fruits and vegetables.

* S HP:Hurt MV:Tiring > Alindrelle Way
[ obvious exits: N S ]
Zone: Tar Valon
A Tower Guard watches for signs of trouble.
A Tower Guard watches for signs of trouble.
A Tower Guard watches for signs of trouble.
A man is here.
A Tower Guard watches for signs of trouble.

* S HP:Hurt MV:Tiring >
A Tower Guard has arrived from the south.
No way! You're fighting for your life!

* S HP:Hurt MV:Tiring - a Tower Guard: Scratched >
You stop paying increased attention to your surroundings.

* S HP:Hurt MV:Tiring - a Tower Guard: Scratched >

A Tower Guard bellows 'wud CMnJeqges \ZQLZEr SHL dlG? iMmBFapc'
A Tower Guard bellows 'NKE k_OprUhC^ mhGu`jH JmG dZlO U?rwME@K'
A Tower Guard bellows 'OqK SLytMlYxm \jmFAVN WWE LeKM rufJYnA]'

* S HP:Hurt MV:Tiring - a Tower Guard: Scratched >
You try to lance a Tower Guard, but he deflects the blow.
A Tower Guard joins a Tower Guard's fight!
A Tower Guard joins a Tower Guard's fight!
A Tower Guard joins a Tower Guard's fight!
A Tower Guard joins a Tower Guard's fight!
A Tower Guard tries to lance you, but you deflect the blow.
You panic and attempt to flee!
-Not a DLINE


* S HP:Wounded MV:Tiring - Geom: Beaten > You panic and attempt to flee!


A prophet of the dragon bellows 'pyKZZ p S[qiaF]X kma]K^I SYd_ YR^dd'
A prophet of the dragon panics, and attempts to flee!
A Tar Valon bridgeguard tries to slash you, but you deflect the blow.
A Tar Valon bridgeguard tries to slash you, but you parry successfully.
A prophet of the dragon tries to hit you, but you dodge the attack.
A Tower Guard lances your right leg.
A city lamplighter barely hits your body.
*Geom* tries to pierce you, but you parry successfully.
The grinding of stone on concrete from above becomes louder.
(tic_timer): Tic length updated to: 60.614 seconds.
A flaming slick of hot oil pours down from above!
You swiftly dodge a flaming slick of hot oil poured from above.
Your heartbeat calms down more as you feel less panicked.
You are hungry.


A prophet of the dragon leaves south. vv

You flee head over heels.
Osendrelle Way
[ obvious exits: N S ]
Zone: Tar Valon
A man meanders here, quietly speaking to himself.
A Tower Guard watches for signs of trouble.
A Tower Guard watches for signs of trouble.
A Tower Guard watches for signs of trouble.
A Tower Guard watches for signs of trouble.
Alas, you cannot go that way...

o S HP:Wounded MV:Tiring > Alas, you cannot go that way...

o S HP:Wounded MV:Tiring >
Alas, you cannot go that way...

o S HP:Wounded MV:Tiring >
A Tower Guard has arrived from the north.
No way! You're fighting for your life!

o S HP:Wounded MV:Tiring - a Tower Guard: Scratched >
No way! You're fighting for your life!

o S HP:Wounded MV:Tiring - a Tower Guard: Scratched >
No way! You're fighting for your life!

o S HP:Wounded MV:Tiring - a Tower Guard: Scratched >
No way! You're fighting for your life!

o S HP:Wounded MV:Tiring - a Tower Guard: Scratched >
A Tower Guard bellows 'vqb AN@UXgdri CwL\fuZ dDN LWIj vLVrxIa`'
A Tower Guard bellows 'wph ?dvTGpgev vrJxYEI ipG sV`x wrWuyKb_'
*Jeb* has arrived from the north, riding a gray palfrey.
No way! You're fighting for your life!

* S HP:Wounded MV:Tiring - a Tower Guard: Scratched >
*Jeb* pounds your right leg hard.
No way! You're fighting for your life!

* S HP:Battered MV:Tiring - a Tower Guard: Scratched >
*Jeb* pounds your body hard.
A prophet of the dragon joins Jeb's fight!
A Tower Guard joins a Tower Guard's fight!
A Tower Guard joins a Tower Guard's fight!
A Tower Guard joins a Tower Guard's fight!
A Tower Guard joins a Tower Guard's fight!
You lance a Tower Guard's left arm into bloody fragments!
A Tower Guard tries to lance you, but you parry successfully.
You panic and attempt to flee!

You flee head over heels.
Gate to Osenrein
[ obvious exits: N E S W U ]
(wotmudmapper): (error): Caution. Direction u leads to an unknown room.
Zone: Tar Valon
Door east: OsenreinGate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A city lamplighter stands nearby, attending his duties.
*Geom* is standing here.
A Tar Valon bridgeguard peers at strangers suspiciously.
A Tar Valon bridgeguard peers at strangers suspiciously.
Fire Avenue
[ obvious exits: E W ]
Zone: Tar Valon
An oil lamp, set in a steel cage, hangs from a high wooden pole.
- Not a DLINE




* S HP:Battered MV:Tiring >
Air Avenue
[ obvious exits: E W ]
Zone: Tar Valon
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A sailor is here.

* S HP:Battered MV:Tiring >
You swiftly dodge a sailor's attempt to hit you.
No way! You're fighting for your life!

* S HP:Battered MV:Tiring - a sailor: Scratched > No way! You're fighting for your life!

* S HP:Battered MV:Tiring - a sailor: Scratched >
Arglebargle, glop-glyf!?!

* S HP:Battered MV:Tiring - a sailor: Scratched > You panic and attempt to
flee!


A sailor tries to hit you, but you dodge the attack.

You flee head over heels.
Gate to Alindaer
[ obvious exits: N E S W U ]
(wotmudmapper): (error): Caution. Direction u leads to an unknown room.
Zone: Tar Valon
Door west: AlindaerGate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
The AlindaerGate seems to be closed.

* S HP:Battered MV:Tiring > The AlindaerGate seems to be closed.

* S HP:Battered MV:Tiring >
A sailor has arrived from the east.
No way! You're fighting for your life!

* S HP:Battered MV:Tiring - a sailor: Scratched >
Arglebargle, glop-glyf!?!

* S HP:Battered MV:Tiring - a sailor: Scratched > No way! You're fighting for your life!

* S HP:Battered MV:Tiring - a sailor: Scratched >
You lance a sailor's body into bloody fragments!
A Tar Valon gate guard joins a sailor's fight!
A Tar Valon gate guard joins a Tar Valon gate guard's fight!
A Tar Valon gate guard joins a Tar Valon gate guard's fight!
A Tar Valon gate guard joins a Tar Valon gate guard's fight!
You swiftly dodge a sailor's attempt to hit you.
You panic and attempt to flee!

You flee head over heels.
Air Avenue
[ obvious exits: E W ]
Zone: Tar Valon
An oil lamp, set in a steel cage, hangs from a high wooden pole.
Gate to Alindaer
[ obvious exits: N E S W U ]
(wotmudmapper): (error): Caution. Direction u leads to an unknown room.
Zone: Tar Valon
Door west: AlindaerGate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A sailor is here.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.

* S HP:Battered MV:Tiring > Guard Tower above the Gate to Alindaer
[ obvious exits: D ]
Zone: Tar Valon
A stern-looking gatekeeper of Tar Valon operates the gate.
A Tower Guard watches for signs of trouble.
A worker busily earns a day's pay.
An archer draws his bow with a steady hand and a sharp eye.

* S HP:Battered MV:Winded >
A Tower Guard bellows '`Gl MSNfvyA?X ABicogg @oT KfTA IddwzACk'
Ok.

* S HP:Battered MV:Winded >

A sailor has arrived from below.

* S HP:Battered MV:Winded - a sailor: Battered >

*Jeb* has arrived from below.
- Not a DLINE




You dodge a bash from *Jeb* who loses his balance and falls!

You flee head over heels.
Alindrelle Way
[ obvious exits: N S ]
Zone: Tar Valon
An old woman smiles kindly.
A man gambles away his purse.
Gate to Alindaer
[ obvious exits: N E S W U ]
(wotmudmapper): (error): Caution. Direction u leads to an unknown room.
Zone: Tar Valon
Door west: AlindaerGate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Tower Guard watches for signs of trouble.
*Jeb* is standing here.
A gray palfrey prances skittishly nearby.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.

* S HP:Battered MV:Winded >
Alindrelle Way
[ obvious exits: N S ]
Zone: Tar Valon
A Tower Guard watches for signs of trouble.

o S HP:Battered MV:Winded >
A Tower Guard has arrived from the north.
No way! You're fighting for your life!

o S HP:Battered MV:Winded - a Tower Guard: Scratched >
Ok.

o S HP:Battered MV:Winded - a Tower Guard: Scratched >
A Tower Guard bellows ']\Q cTdN?X]Lk B^CnZvy Zaw laJA A]lDoFZy'
A Tower Guard joins a Tower Guard's fight!
A Tower Guard tries to lance you, but you deflect the blow.
You lance a Tower Guard's body into bloody fragments!
A Tower Guard tries to lance you, but you deflect the blow.
The Tar Valon guardsmen ring the city alarm in the distance.
You panic and attempt to flee!


A Tower Guard lances your left arm.
A Tower Guard lances your body.
- not a DLINE




* S HP:Wounded MV:Tiring >
[kill light]
They aren't here.

* S HP:Wounded MV:Tiring > Annex of Agelmar's Chambers
[ obvious exits: N S W ]
Zone: Fal Dara
Door west: studydoor
*Mavrik* is standing here.
Sallaya the Wolfish Trolloc is here, fighting Maximus.
*Maximus* is here, fighting Sallaya.
An elite Shienaran guard attends his duties.
An elite Shienaran guard is here, fighting Sallaya.
An elite Shienaran guard attends his duties.
An elite Shienaran guard attends his duties.
An elite Shienaran guard attends his duties.
An elite Shienaran guard attends his duties.
Lord Agelmar, ruler of Fal Dara stands here.

* S HP:Wounded MV:Tiring >
An elite Shienaran guard tries to slash Sallaya, but she parries successfully.
An elite Shienaran guard joins an elite Shienaran guard's fight!
An elite Shienaran guard joins an elite Shienaran guard's fight!
An elite Shienaran guard joins an elite Shienaran guard's fight!
An elite Shienaran guard joins an elite Shienaran guard's fight!
An elite Shienaran guard joins an elite Shienaran guard's fight!
Lord Agelmar joins an elite Shienaran guard's fight!
Sallaya tickles *Maximus*'s body with her pierce.
*Maximus* tries to crush Sallaya, but she deflects the blow.
[kill light]
You do the best you can!

* S HP:Wounded MV:Tiring - an elite Shienaran guard: Healthy >
[kill light]
You do the best you can!

* S HP:Wounded MV:Tiring - an elite Shienaran guard: Healthy >
No way! You're fighting for your life!

* S HP:Wounded MV:Tiring - an elite Shienaran guard: Healthy >
[kill light]
You do the best you can!
Sallaya panics, and attempts to flee!

* S HP:Wounded MV:Tiring - an elite Shienaran guard: Healthy >

Monsoon has arrived from the south.

* S HP:Wounded MV:Tiring - an elite Shienaran guard: Healthy >
Monsoon tries to hack *Mavrik*, but he deflects the blow.

* S HP:Wounded MV:Tiring - an elite Shienaran guard: Healthy >

Sallaya panics, and attempts to flee!

* S HP:Wounded MV:Tiring - an elite Shienaran guard: Healthy >
Mood changed to: Wimpy

* S HP:Wounded MV:Tiring - an elite Shienaran guard: Healthy >
You panic and attempt to flee!


*Mavrik* panics, and attempts to flee!

You flee head over heels.
Upper Hall
[ obvious exits: N E W ]
Zone: Fal Dara
A tough Shienaran soldier waits here.
Annex of Agelmar's Chambers
[ obvious exits: N S W ]
Zone: Fal Dara
Door west: studydoor
Monsoon the Myrddraal is here, fighting Mavrik.
*Mavrik* is here, fighting Monsoon.
Sallaya the Wolfish Trolloc is here, fighting Maximus.
*Maximus* is here, fighting Sallaya.
An elite Shienaran guard attends his duties.
An elite Shienaran guard is here, fighting Sallaya.
An elite Shienaran guard attends his duties.
An elite Shienaran guard attends his duties.
An elite Shienaran guard attends his duties.
An elite Shienaran guard attends his duties.
Lord Agelmar, ruler of Fal Dara stands here.

* S HP:Wounded MV:Tiring >
*Mavrik* slashes Monsoon's left foot.
An elite Shienaran guard joins an elite Shienaran guard's fight!
An elite Shienaran guard joins an elite Shienaran guard's fight!
An elite Shienaran guard joins an elite Shienaran guard's fight!
An elite Shienaran guard joins an elite Shienaran guard's fight!
An elite Shienaran guard joins an elite Shienaran guard's fight!
Lord Agelmar joins an elite Shienaran guard's fight!
An elite Shienaran guard slashes Sallaya's body very hard.
Sallaya panics, and attempts to flee!
[kill light]
You do the best you can!
*Mavrik* leaves north. ^^

* S HP:Wounded MV:Tiring - an elite Shienaran guard: Scratched >
Mood changed to: Brave

* S HP:Wounded MV:Tiring - an elite Shienaran guard: Scratched >

Sallaya leaves north. ^^
- not a DLINE




You flee head over heels.
Thoroughfare of Alindaer
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon
Sallaya the Wolfish Trolloc is standing here.
Angkar the Master Havoc is standing here.
Foot of the Bridge
[ obvious exits: E S ]
Zone: Tar Valon Road South of Tar Valon
Monsoon the Myrddraal is sitting here, riding a shadow stallion.
*Arandur* is standing here, riding a gray palfrey.
*Forn* is here, fighting Monsoon.
*Mavrik* is here, fighting Monsoon, riding a gray palfrey.
*Maximus* is standing here, riding a warhorse.
A wild stallion bucks madly.
A Tar Valon bridgeguard peers at strangers suspiciously.
A Tar Valon bridgeguard peers at strangers suspiciously.
A Tar Valon bridgeguard peers at strangers suspiciously.
A balding, sour-faced officer checks everyone passing by.

* S HP:Wounded MV:Full >
*Mavrik* slashes Monsoon's body.
A Tar Valon bridgeguard joins Forn's fight!
A Tar Valon bridgeguard joins a Tar Valon bridgeguard's fight!
A Tar Valon bridgeguard joins a Tar Valon bridgeguard's fight!
A balding, sour-faced officer joins a Tar Valon bridgeguard's fight!
*Arandur* slashes Monsoon's head hard.
No way! You're fighting for your life!

* S HP:Wounded MV:Full - a Tar Valon bridgeguard: Scratched >

A balding, sour-faced officer bellows 'TG? wKmjF?WZuxfN ckVdCri qoC CfcK aq`aiUm['

* S HP:Wounded MV:Full - a Tar Valon bridgeguard: Scratched >
*Maximus* crushes your body very hard.

* S HP:Wounded MV:Full - a Tar Valon bridgeguard: Scratched >
You panic and attempt to flee!


Monsoon leaves east riding a shadow stallion. >>


*Arandur* slashes your right leg hard.


*Arandur* tries to slash you, but you parry successfully.
A balding, sour-faced officer tries to slash you, but you parry successfully.
A Tar Valon bridgeguard tries to slash you, but you deflect the blow.
You lance a Tar Valon bridgeguard's left leg into bloody fragments!
A Tar Valon bridgeguard tries to slash you, but you deflect the blow.
You flee head over heels.
Thoroughfare of Alindaer
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon
Sallaya the Wolfish Trolloc is standing here.

* S HP:Wounded MV:Full >
You narrate 'am 1s'
- not a DLINE




* S HP:Battered MV:Strong - a lion: Hurt >
You stop paying increased attention to your surroundings.

* S HP:Battered MV:Strong - a lion: Hurt > You panic and attempt to flee!






* S HP:Battered MV:Strong >
A lion has arrived from the east.
A lion tries to hit you, but you deflect the blow.
No way! You're fighting for your life!

* S HP:Battered MV:Strong - a lion: Healthy >
[kill light]
They aren't here.

* S HP:Battered MV:Strong - a lion: Healthy >
[kill light]
They aren't here.

* S HP:Battered MV:Strong - a lion: Healthy >
[kill light]
They aren't here.

* S HP:Battered MV:Strong - a lion: Healthy >
You lance a lion's left foreleg into bloody fragments!
A lion tries to hit you, but you parry successfully.
[kill light]
They aren't here.

* S HP:Battered MV:Strong - a lion: Hurt > Mood changed to: Wimpy

* S HP:Battered MV:Strong - a lion: Hurt >
Mood changed to: Wimpy

* S HP:Battered MV:Strong - a lion: Hurt >
You stop paying increased attention to your surroundings.

* S HP:Battered MV:Strong - a lion: Hurt > You panic and attempt to flee!


You flee head over heels.
Grasslands
[ obvious exits: N E W ]
Zone: Grasslands
A gray palfrey prances skittishly nearby.

* S HP:Battered MV:Strong >

A lion has arrived from the west.

* S HP:Battered MV:Strong - a lion: Scratched >
No way! You're fighting for your life!

* S HP:Battered MV:Strong - a lion: Scratched >
No way! You're fighting for your life!

* S HP:Battered MV:Strong - a lion: Scratched >
No way! You're fighting for your life!

* S HP:Battered MV:Strong - a lion: Scratched >
No way! You're fighting for your life!

* S HP:Battered MV:Strong - a lion: Scratched >
No way! You're fighting for your life!

* S HP:Battered MV:Strong - a lion: Scratched >
No way! You're fighting for your life!

* S HP:Battered MV:Strong - a lion: Scratched >
You panic and attempt to flee!

You flee head over heels.
Along the Road
[ obvious exits: N E S ]
Zone: Grasslands
Alas, you cannot go that way...

* S HP:Battered MV:Strong > A lion has arrived from the east.
No way! You're fighting for your life!

* S HP:Battered MV:Strong - a lion: Hurt >
No way! You're fighting for your life!

* S HP:Battered MV:Strong - a lion: Hurt >
No way! You're fighting for your life!

* S HP:Battered MV:Strong - a lion: Hurt >
No way! You're fighting for your life!

* S HP:Battered MV:Strong - a lion: Hurt >
You panic and attempt to flee!

You flee head over heels.
End of the Road
[ obvious exits: N E S ]
Zone: Grasslands
Grasslands
[ obvious exits: E S W ]
-attempted DLINES; and as this is 3 flees from one mob in under an agro pulse, throw in a fail flee or two and you're looking at eaching a bash






Wide Cross Street
[ obvious exits: N S ]
Zone: Whitebridge
Alas, you cannot go that way...

* HP:Battered MV:Weary > Alas, you cannot go that way...

* HP:Battered MV:Weary >
The Watchman has arrived from the north.
No way! You're fighting for your life!

* HP:Battered MV:Weary - the Watchman: Healthy >
No way! You're fighting for your life!

* HP:Battered MV:Weary - the Watchman: Healthy > No way! You're fighting for your life!
An elite trolloc has arrived from the south.

* HP:Battered MV:Weary - the Watchman: Healthy >
You lance the Watchman's head into bloody fragments!
The Watchman tries to slash you, but you deflect the blow.
The Watchman has arrived from the north.
PANIC! You couldn't escape!

* HP:Battered MV:Weary - the Watchman: Scratched >
No way! You're fighting for your life!

* HP:Battered MV:Weary - the Watchman: Scratched >
You panic and attempt to flee!

You flee head over heels.
Magnificent Square
[ obvious exits: N E S W U ]
Zone: Whitebridge
A lantern has been left here.
A soft leather pouch has been discarded here. [2]
A fountain is here, offering clear blue water to all.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A town watchman is here, patrolling the city.
The Whitebridge town crier stands here, spreading the news.
North: An old woman smiles kindly.
South: The Watchman is here, fighting Monsoon.
West: A little boy plays here.
Up: A man meanders here, quietly speaking to himself.

* HP:Battered MV:Weary >
Stone Street Under the White Bridge
[ obvious exits: N E S W ]
Zone: Whitebridge
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A little boy plays here.
A worker busily earns a day's pay.
- Failed then succeeded DLINE





* S HP:Wounded MV:Winded - a soldier: Scratched >
You panic and attempt to flee!


A Shienaran guard slashes your right hand.
A soldier tries to scythe you, but you deflect the blow.


You flee head over heels.
Inner Gate of the Keep
[ obvious exits: N S ]
Zone: Fal Dara
A hanging lantern lights the path.

* S HP:Wounded MV:Winded >

A Shienaran guard has arrived from the north.

* S HP:Wounded MV:Winded - a Shienaran guard: Healthy >
No way! You're fighting for your life!

* S HP:Wounded MV:Winded - a Shienaran guard: Healthy > No way! You're fighting for your life!

* S HP:Wounded MV:Winded - a Shienaran guard: Healthy >
No way! You're fighting for your life!

* S HP:Wounded MV:Winded - a Shienaran guard: Healthy >
You lance a Shienaran guard's right arm very hard.
A Shienaran guard slashes your body.
A Shienaran guard has arrived from the north.
A Shienaran guard has arrived from the north.
No way! You're fighting for your life!

* S HP:Wounded MV:Winded - a Shienaran guard: Scratched >
No way! You're fighting for your life!

* S HP:Wounded MV:Winded - a Shienaran guard: Scratched >
You panic and attempt to flee!
- Failed DLINE




* S HP:Wounded MV:Winded - a wisdom: Scratched > Wisdom's Storage Room
[ obvious exits: E ]
Zone: Fal Dara
A small, somewhat rickety table wobbles on unsteady legs.
A chair made of red oak rests next to the table. [2]
A stout wooden barrel stands nearby.
A robust Queen's Guard soldier is here, serving the realm.
A wisdom is here, fighting YOU!

* S HP:Wounded MV:Winded - a wisdom: Scratched >
You panic and attempt to flee!


A wisdom tries to pierce you, but you parry successfully.

You flee head over heels.
Herbalist's Shop
[ obvious exits: E W ]
Zone: Fal Dara
A Shienaran guard patrols here, watching you carefully.
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.
An herbalist holds brown tea leaves in her hands.
The King's Gate
[ obvious exits: N W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An elite Shienaran guard attends his duties.
A run-down looking man wanders aimlessly, collecting lost belongings.
A city lamplighter stands nearby, attending his duties.
A Shienaran gatekeeper stands here, watching over the gate.

* S HP:Wounded MV:Winded >

A Shienaran guard has arrived from the north.

* S HP:Wounded MV:Winded >
Main Road
[ obvious exits: N E S W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* S HP:Wounded MV:Winded > A Shienaran guard has arrived from the south.
No way! You're fighting for your life!

* S HP:Wounded MV:Winded - a Shienaran guard: Scratched >
No way! You're fighting for your life!

* S HP:Wounded MV:Winded - a Shienaran guard: Scratched >
You panic and attempt to flee!


A Shienaran guard tries to slash you, but you deflect the blow.

You flee head over heels.
- Instant multiple room chasing





* S HP:Battered MV:Weary - a Shienaran guard: Healthy >
A Shienaran guard has arrived from the south.
You panic and attempt to flee!

A Shienaran guard tries to slash you, but you parry successfully.
A Shienaran guard tickles your body with his slash.
You flee head over heels.
Inner Gate of the Keep
[ obvious exits: N S ]
Zone: Fal Dara
A hanging lantern lights the path.
Lord Dremond al'Moran stands nearby.
A Shienaran guard has arrived from the north.
[taste meat]
You nibble a little bit of the shank.

* S HP:Battered MV:Weary - a Shienaran guard: Scratched >
No way! You're fighting for your life!

* S HP:Battered MV:Weary - a Shienaran guard: Scratched >
No way! You're fighting for your life!

* S HP:Battered MV:Weary - a Shienaran guard: Scratched > No way! You're fighting for your
life!

* S HP:Battered MV:Weary - a Shienaran guard: Scratched >
No way! You're fighting for your life!

* S HP:Battered MV:Weary - a Shienaran guard: Scratched >
You panic and attempt to flee!


A Shienaran guard tries to slash you, but you deflect the blow.
Lord Dremond al'Moran smites your left arm.

A Shienaran guard has arrived from the north.
You flee head over heels.
Center of the Courtyard
[ obvious exits: N E S W ]
Zone: Fal Dara
A thick, leather backpack lies abandoned here. [2]
A stout wooden barrel stands nearby.
The waters of a blue-veined marble fountain pour forth here.
A hanging lantern lights the path.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.
A dun mare is here, snorting angrily.
An Illuminator's assistant stands here carrying some colored tubes.
A gray haired weaponsmaster stands nearby.
Western End of the Courtyard
[ obvious exits: E S W ]
Zone: Fal Dara
Door south: stabledoors
A hanging lantern lights the path.
A tough Shienaran soldier waits here.
A quiet servant awaits instructions from his master.
A tough Shienaran soldier waits here.

* S HP:Battered MV:Weary > In the Southwest Tower
[ obvious exits: E U ]
Zone: Fal Dara
A tough Shienaran soldier waits here.

* S HP:Battered MV:Weary >
- Failed DLINE attempt eating food stacked




* S HP:Wounded MV:Tiring - a plains lion: Scratched >
You try to lance a plains lion, but he deflects the blow.
A plains lion tries to hit you, but you deflect the blow.
No way! You're fighting for your life!

* S HP:Wounded MV:Tiring - a plains lion: Scratched >
Players in your Zone
--------------------
Shzrei - Twist in the Path

* S HP:Wounded MV:Tiring - a plains lion: Scratched > You panic and
attempt to flee!


You flee head over heels.
A Small Path
[ obvious exits: N E S W ]
Zone: Western Plains of Maredo

* S HP:Wounded MV:Tiring >
A plains lion has arrived from the north.
Mood changed to: Wimpy

* S HP:Wounded MV:Tiring - a plains lion: Scratched >
No way! You're fighting for your life!

* S HP:Wounded MV:Tiring - a plains lion: Scratched > No way! You're fighting for your life!

* S HP:Wounded MV:Tiring - a plains lion: Scratched >
You lance a plains lion's body into bloody fragments!
A plains lion tries to hit you, but you parry successfully.
No way! You're fighting for your life!

* S HP:Wounded MV:Tiring - a plains lion: Hurt >
You panic and attempt to flee!

You flee head over heels.
A Grassy Mound
[ obvious exits: N E S W ]
Zone: Western Plains of Maredo
A large plains bear smells the air for prey.
A large plains bear smells the air for prey.
Off the Beaten Path
[ obvious exits: N E W ]
Zone: Western Plains of Maredo
A hunter looks for tracks here.

* S HP:Wounded MV:Tiring > Along the Beaten Path
[ obvious exits: N S W ]
Zone: Western Plains of Maredo

* S HP:Wounded MV:Tiring >
A plains lion has arrived from the north.
No way! You're fighting for your life!

* S HP:Wounded MV:Tiring - a plains lion: Scratched >
No way! You're fighting for your life!

* S HP:Wounded MV:Tiring - a plains lion: Scratched >

You lance a plains lion's left leg into bloody fragments!
(tic_timer): Tic length updated to: 60.710 seconds.
A plains lion tries to hit you, but you deflect the blow.

* S HP:Wounded MV:Tiring - a plains lion: Hurt >
You panic and attempt to flee!


You flee head over heels.
A Small Path
[ obvious exits: N E S W ]
Zone: Western Plains of Maredo

* S HP:Wounded MV:Tiring >
Your heartbeat calms down more as you feel less panicked.
Along the Beaten Path
[ obvious exits: N S W ]
Zone: Western Plains of Maredo
A large plains lion stalks the grasslands looking for prey.

* S HP:Wounded MV:Strong >
Along the Path
[ obvious exits: N S ]
Zone: Western Plains of Maredo
- Failed Dline and 2x instant chases




o S HP:Hurt MV:Fresh - a sabre-toothed mountain lion: Hurt > You panic and
attempt to flee!


A black messenger pigeon beats its wings harder.
A spine-backed snake has arrived from the south.
A sabre-toothed mountain lion has arrived from the south.
A giant scorpion has arrived from the south.


You flee head over heels.
A Thick Muddy Blighted Mire
[ obvious exits: N S ]
Zone: Blighted Mountains
A brittle chunk of yellow crystal has formed here.

o S HP:Hurt MV:Full > Mood changed to: Brave

o S HP:Hurt MV:Full >

A spine-backed snake has arrived from the north.
A giant scorpion has arrived from the north.

o S HP:Hurt MV:Full - a giant scorpion: Healthy > [bash h.light]
Bash who?

o S HP:Hurt MV:Full - a giant scorpion: Healthy >
A black messenger pigeon has arrived from the north.
A spine-backed snake hits your right arm.
No way! You're fighting for your life!

o S HP:Hurt MV:Full - a giant scorpion: Healthy >
No way! You're fighting for your life!

o S HP:Hurt MV:Full - a giant scorpion: Healthy >
[bash h.light]
Bash who?

o S HP:Hurt MV:Full - a giant scorpion: Healthy >
Mood changed to: Wimpy

o S HP:Hurt MV:Full - a giant scorpion: Healthy >
You panic and attempt to flee!


A spine-backed snake tries to hit you, but you parry successfully.
A giant scorpion tries to hit you, but you parry successfully.


A black messenger pigeon takes off out of reach into the skies!
A black messenger pigeon circles high above.

You flee head over heels.
Edge of the Bog
[ obvious exits: N E ]
Zone: Blighted Mountains
Alas, you cannot go that way...

o S HP:Hurt MV:Full >
Alas, you cannot go that way...

o S HP:Hurt MV:Full >
You narrate 'wtf r these mobs come orch'

o S HP:Hurt MV:Full > Forgotten Trail
[ obvious exits: E S W ]
Zone: Blighted Grove
You smell something remniscent of death as you enter this place.

o S HP:Hurt MV:Full >
You narrate 'sted one sec'

o S HP:Hurt MV:Full >
Players in your Zone
--------------------
Shzrei - Forgotten Trail

o S HP:Hurt MV:Full >
[group all]
Astarion is now a member of your group.

o S HP:Hurt MV:Full >
Forgotten Trail
Diseased roots spread like gnarled fingers across the ground as if in
attempt to conceal the dark trail. A tall thick post juts up from the
ground, a crooked sign remains attached by one nail to the post. The
stench of a vile bog wafts from the west.
[ obvious exits: E S W ]
Zone: Blighted Grove

o S HP:Hurt MV:Full >
Mood changed to: Brave

o S HP:Hurt MV:Full > Forgotten Trail
Diseased roots spread like gnarled fingers across the ground as if in
attempt to conceal the dark trail. A tall thick post juts up from the
ground, a crooked sign remains attached by one nail to the post. The
stench of a vile bog wafts from the west.
[ obvious exits: E S W ]
Zone: Blighted Grove

o S HP:Hurt MV:Full >
You start paying increased attention to your surroundings.

o S HP:Hurt MV:Full > Forgotten Trail
Diseased roots spread like gnarled fingers across the ground as if in
attempt to conceal the dark trail. A tall thick post juts up from the
ground, a crooked sign remains attached by one nail to the post. The
stench of a vile bog wafts from the west.
[ obvious exits: E S W ]
-more fails



* S HP:Scratched MV:Tiring >
Entrance Foyer
[ obvious exits: N E S W ]
Zone: Fal Dara
A Shienaran guard patrols here, watching you carefully.
A quiet servant awaits instructions from his master.

* S HP:Scratched MV:Tiring >

A Shienaran guard tries to slash you, but you parry successfully.

* S HP:Scratched MV:Tiring - a Shienaran guard: Scratched >
You do not see that item here.

* S HP:Scratched MV:Tiring - a Shienaran guard: Scratched > You try to lance a Shienaran guard,
but he deflects the blow.
A Shienaran guard tries to slash you, but you deflect the blow.
No way! You're fighting for your life!

* S HP:Scratched MV:Tiring - a Shienaran guard: Scratched >
You panic and attempt to flee!


You flee head over heels.
Eastern Hall
[ obvious exits: E W ]
Zone: Fal Dara
A quiet servant awaits instructions from his master.

* S HP:Scratched MV:Tiring >

A Shienaran guard has arrived from the west.

* S HP:Scratched MV:Tiring - a Shienaran guard: Scratched >
You lance a Shienaran guard's body extremely hard.
A Shienaran guard tries to slash you, but you deflect the blow.
A Shienaran guard has arrived from the east.
No way! You're fighting for your life!

* S HP:Scratched MV:Tiring - a Shienaran guard: Hurt >
You panic and attempt to flee!

A Shienaran guard has arrived from the west.
You flee head over heels.
East Wing of the Castle
[ obvious exits: N W U ]
Zone: Fal Dara
Alas, you cannot go that way...

* S HP:Scratched MV:Tiring >
A Shienaran guard has arrived from the west.
A Shienaran guard has arrived from the west.
A Shienaran guard has arrived from the west.
You do not see that item here.

* S HP:Scratched MV:Tiring - a Shienaran guard: Healthy > No way! You're fighting for your
life!

* S HP:Scratched MV:Tiring - a Shienaran guard: Healthy >
No way! You're fighting for your life!

* S HP:Scratched MV:Tiring - a Shienaran guard: Healthy >
No way! You're fighting for your life!

* S HP:Scratched MV:Tiring - a Shienaran guard: Healthy >

A Shienaran guard has arrived from the west.

* S HP:Scratched MV:Tiring - a Shienaran guard: Healthy > You panic and
attempt to flee!


A Shienaran guard tries to slash you, but you deflect the blow.
A Shienaran guard slashes your body.
A Shienaran guard slashes your right leg hard.
A Shienaran guard tries to slash you, but you deflect the blow.
Your heartbeat calms down more as you feel less panicked.
(tic_timer): Tic length updated to: 60.922 seconds.

You flee head over heels.
North End of the Eastern Wing
[ obvious exits: N S W ]
Zone: Fal Dara
A grizzled Shienaran veteran looks on.
Fal Dara Weaponguild
[ obvious exits: N E ]
- Dline fail then succeed



- thats from one day pk. significant examples

Feneon
Posts: 1767
Joined: Sat Dec 19, 2015 5:02 pm

Re: Faceoff Changes

Post by Feneon » Sun May 14, 2023 10:19 am

Aureus has put a change in queue to fix this and we are waiting for it to be implemented. The call-code mobs will hunt with regularity, but all the other mobs (lions, snakes, scorpions, sailors) that are posted in this so far will have hunt removed until it is updated. This will happen post boot.

These will be put back on after.

Eol
Posts: 704
Joined: Mon Aug 31, 2015 10:34 pm

Re: Faceoff Changes

Post by Eol » Sun May 14, 2023 11:26 am

*I've edited this post to try and make the language more specific

If you berserk on a player (or smob) at a patrol where the mobs assist against you, kill the target ie. the human, and then try to walk out - will you be able to?

Feneon
Posts: 1767
Joined: Sat Dec 19, 2015 5:02 pm

Re: Faceoff Changes

Post by Feneon » Sun May 14, 2023 1:44 pm

In the circumstance the only difference maker would be:

max engage.

If all of the mobs are engaged on you, the player dies, you walk out at the end of the road.

If you have max engage working in your favor, the player dies, and then mobs assist in the pulse that the player dies, you will not walk out.

The second if would be true if not all of the mobs were engaged, if you had teammates who had fled and the assist triggered after death, etc. That is the face-off versus the assist.

Some max engage kills in the Throne Room would demonstrate this, but the combat in the room would only be adjusted if there were unengaged mobs that would engage as far as I can tell.

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