Fixed: Traveling wagon, should be like coaches

... 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

Cil
Posts: 120
Joined: Mon Aug 03, 2015 2:43 am

Fixed: Traveling wagon, should be like coaches

Post by Cil » Sat Jul 15, 2017 4:17 pm

* R HP:Hurt MV:Winded > e
In the Groves of Yandar
[ obvious exits: E S W ]
There are some bloody traces of a human leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of an animal leaving east.
A large brightly painted merchant's wagon has stopped here.
A wild stallion bucks madly, being ridden by you.
A long-eared rabbit is here, looking quite sick.
A travel weary man sits casually atop a wagon.
A squirrel is here, chittering.
A young Morat'torm has arrived from the west.
Conall has arrived from the west, riding a wild stallion.

* R HP:Hurt MV:Winded > say he's in wagon
You drawl 'he's in wagon'

* R HP:Hurt MV:Winded > sni
You snicker softly.

Chiron
Posts: 45
Joined: Thu Jul 23, 2015 3:20 pm

Re: Traveling wagon, should be like coaches

Post by Chiron » Sat Jul 15, 2017 8:43 pm

Wizkill mobs are poor and non-WoTish. Recommend make Jeraias killable, whereas any PC and mob in wagon get teleported/moved to outside room.

Reasonable seeking refuge in a wagon with mobs. Unreasonable they are unreachable.

Actually raises question of seeking protection in clan rooms. Make dead clan door guards unlock clan room doors?

This would align with "no truly safe place" on the mud.

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