Baerlon CTF bug?

... 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

Pounds
Posts: 94
Joined: Sun Oct 16, 2016 1:26 pm

Baerlon CTF bug?

Post by Pounds » Sat Feb 09, 2019 12:42 pm

We took the CTF a couple hours ago. It popped a few darkfriend guard mobs, and the darkfriend patrol inside the door as can be seen in the log. The darkfriend governor is there too (not in the log though apologies). The gatekeeper is also a darkfriend.

The shops load as humans and do not do business with DS. They aggro us too. Curiously, there are no darkfriend guard mobs wandering the city. It is a ghost town. The watchful guard also loaded, and he aggroed me.

Another thing that might be an oversight is that the Lion Warden mobs loaded e of the citygate. I would expect these to be dark friendly mobs since we took the city.

Is this intentional? I would think the CTF should be at least somewhat equivalent to when LS holds it. I don't know what it looks like when SS holds it. I understand that you don't want to put fades and dreadguards all over the town, but there should be more guards roaming the streets and the shops should sell to us and no one should aggro us, right??

o S HP:Healthy MV:Full > A Forest Trail
[ obvious exits: N E W ]

o S HP:Healthy MV:Strong > where
Fields
[ obvious exits: N S W ]

o S HP:Healthy MV:Strong > Players in your Zone
--------------------
Pounds - Fields

o S HP:Healthy MV:Strong > n
Fields
The ground is hard and rocky here, rising and falling like the waves on a
stormy sea. Tender green sprigs dart from under flat rocks, dotting the
packed ground with tufts of brown and green grass. The landscape around you,
dominated by the wooden city of Baerlon, appears flat and unyielding.
[ obvious exits: N S W ]

w
o S HP:Healthy MV:Strong > Caemlyn Road
[ obvious exits: E S W ]

o S HP:Healthy MV:Strong > Caemlyn Road
[ obvious exits: N E S W ]

o S HP:Healthy MV:Strong > scan w
w
scan w

o S HP:Healthy MV:Strong > Intersection By Baerlon
[ obvious exits: E S W ]

o S HP:Healthy MV:Strong > An elite Lion Warden stands at his post.
An elite Lion Warden stands at his post.

o S HP:Healthy MV:Strong > w
scan w
Before the Gate
[ obvious exits: E W ]
A shattered arm lies in a bloody red and purple mess. [4]
An iron lantern hangs from the wall above the gate.
An elite Lion Warden stands at his post.
An elite Lion Warden stands at his post.

* S HP:Healthy MV:Strong > * S HP:Healthy MV:Strong > w
The citygate seems to be closed.
doorName is now set as: citygate

* S HP:Healthy MV:Strong > e
Intersection By Baerlon
[ obvious exits: E S W ]

o S HP:Healthy MV:Strong > where
Players in your Zone
--------------------
Pounds - Intersection By Baerlon

o S HP:Healthy MV:Strong > na lion warden mobs popped
tr
You narrate 'lion warden mobs popped'

It's a little difficult to read old tracks in the snow...


It's a little difficult to read old tracks in the snow...

-
It's a little difficult to read old tracks in the snow...

=
It's a little difficult to read old tracks in the snow...

+
It's a little difficult to read old tracks in the snow...
Some clear fresh tracks of Pounds leaving <<WEST<<
Some clear day-old tracks of a Domani razor leaving <<WEST<<
Some clear day-old tracks of a Domani razor leaving >>EAST>>
Some faint three day-old tracks of a pale destrier leaving <<WEST<<
Some faint three day-old tracks of a pale destrier leaving vvSOUTHvv

o S HP:Healthy MV:Strong > where
Players in your Zone
--------------------
Pounds - Intersection By Baerlon

o S HP:Healthy MV:Strong >
Razhak narrates 'someone retook it then?'

o S HP:Healthy MV:Strong > w
cal
Before the Gate
[ obvious exits: E W ]
A shattered arm lies in a bloody red and purple mess. [4]
An iron lantern hangs from the wall above the gate.
An elite Lion Warden stands at his post.
An elite Lion Warden stands at his post.

* S HP:Healthy MV:Strong > w
You call for the citygate to be opened.
Deryl the Gatekeeper unlocks the citygate.
Deryl the Gatekeeper opens the citygate.

* S HP:Healthy MV:Strong > Gate Road
[ obvious exits: E W ]
A darkfriend guard stands ready to control the city and its citizens.
A darkfriend guard stands ready to control the city and its citizens.
A darkfriend guard stands ready to control the city and its citizens.

* S HP:Healthy MV:Strong > where
Players in your Zone
--------------------
Pounds - Gate Road

* S HP:Healthy MV:Strong > na no
You narrate 'no'

* S HP:Healthy MV:Strong > na it popped with lion warden outside
You narrate 'it popped with lion warden outside'

* S HP:Healthy MV:Strong >
Razhak narrates 'ahh only the gate ones'

* S HP:Healthy MV:Strong > na this could be a bug
The citygate closes quietly.
You narrate 'this could be a bug'

w
* S HP:Healthy MV:Full > n
Central Street
[ obvious exits: N E S ]
A small purse is here.
A soft leather pouch has been discarded here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.

o S HP:Healthy MV:Full > Central Street
[ obvious exits: N S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

o S HP:Healthy MV:Full > n
n
n
Central Street
[ obvious exits: N E S ]
A soft leather pouch has been discarded here. [12]
A bruised and bloody leg lies on the ground, torn from its socket. [4]
A shattered arm lies in a bloody red and purple mess. [4]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A simple man blends into the crowd of the city.

* S HP:Healthy MV:Full > Central Street
[ obvious exits: N E S W ]
A gray dress, conservative and specially made for riding, lies here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.

o S HP:Healthy MV:Full > Central Street
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

o S HP:Healthy MV:Full > n
Central Street
[ obvious exits: N E S W ]
An elegant pair of soft leather slippers lie across one another.
An oil lamp, set in a steel cage, hangs from a high wooden pole.

o S HP:Healthy MV:Full > Central Street
The flagstone way continues to the north and south as it leads between the
tile- and slate-roofed buildings of the city. To the east and west, shops
stand by the road, and in the distance to the south, a sign announcing The
Stag and Lion Inn hangs from an iron pole.
[ obvious exits: N E S W ]
An elegant pair of soft leather slippers lie across one another.
An oil lamp, set in a steel cage, hangs from a high wooden pole.

o S HP:Healthy MV:Full > n
n
Central Street
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

n
o S HP:Healthy MV:Full > On a Well-Paved Path
[ obvious exits: N S ]
A bruised and bloody leg lies on the ground, torn from its socket. [2]

o S HP:Healthy MV:Strong > The greatdoor seems to be closed.
doorName is now set as: greatdoor

o S HP:Healthy MV:Strong > s
w
Central Street
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

o S HP:Healthy MV:Strong >
Razhak narrates 'post it then if inside is DS'

o S HP:Healthy MV:Strong > East-West Road
[ obvious exits: E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

o S HP:Healthy MV:Strong > e
s
Central Street
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

w
o S HP:Healthy MV:Strong > Central Street
[ obvious exits: N E S W ]
An elegant pair of soft leather slippers lie across one another.
An oil lamp, set in a steel cage, hangs from a high wooden pole.

o S HP:Healthy MV:Strong > The smalldoor seems to be closed.
doorName is now set as: smalldoor

o S HP:Healthy MV:Strong > na no, is outside
open smalldoor
You narrate 'no, is outside'

w
o S HP:Healthy MV:Strong > Ok.

o S HP:Healthy MV:Strong > Herbalist's Shop
[ obvious exits: E ]
Lady Edie Treholm stands here, watching the world with careful eyes.
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.

* S HP:Healthy MV:Strong > list
An herbalist says 'SZuIaR F _VN'O iraCc BvCN YGKS Yr^@`'

* S HP:Healthy MV:Strong > e
Central Street
[ obvious exits: N E S W ]
An elegant pair of soft leather slippers lie across one another.
An oil lamp, set in a steel cage, hangs from a high wooden pole.

o S HP:Healthy MV:Strong > e
The door seems to be closed.
doorName is now set as: door

o S HP:Healthy MV:Strong > l e
The door is closed.
doorName is now set as: door

o S HP:Healthy MV:Strong > open door
e
Ok.

o S HP:Healthy MV:Strong > Baerlon Bank
[ obvious exits: W ]
An expensive blue dress lies discarded here.
A ratter is here, hunting shadoweyes.
A banker counts several coins in a purse.

* S HP:Healthy MV:Strong > list

Razhak narrates 'i mean if inside is DS'

* S HP:Healthy MV:Strong > A banker hits your left arm.
No way! You're fighting for your life!

* S HP:Scratched MV:Strong - a banker: Healthy > f

You pound a banker's body into bloody fragments!
A banker hits your right leg.

* S HP:Scratched MV:Strong - a banker: Healthy > PANIC! You couldn't escape!

* S HP:Scratched MV:Strong - a banker: Healthy > cmw
[change mood wimpy]
Mood changed to: Wimpy

f
You panic and attempt to flee! banker: Healthy >


You flee head over heels.
Central Street
[ obvious exits: N E S W ]
An elegant pair of soft leather slippers lie across one another.
An oil lamp, set in a steel cage, hangs from a high wooden pole.

o S HP:Scratched MV:Strong > na inside is ds
You narrate 'inside is ds'

o S HP:Scratched MV:Strong >
Razhak narrates 'then gatemobs should be DS also'

o S HP:Scratched MV:Strong > na lol shops popped and wont sell to me and aggro me
You narrate 'lol shops popped and wont sell to me and aggro me'

o S HP:Scratched MV:Strong > look
where
Central Street
The flagstone way continues to the north and south as it leads between the
tile- and slate-roofed buildings of the city. To the east and west, shops
stand by the road, and in the distance to the south, a sign announcing The
Stag and Lion Inn hangs from an iron pole.
[ obvious exits: N E S W ]
An elegant pair of soft leather slippers lie across one another.
An oil lamp, set in a steel cage, hangs from a high wooden pole.

o S HP:Scratched MV:Strong > Players in your Zone
--------------------
Pounds - Central Street

o S HP:Scratched MV:Strong > Central Street
The flagstone way continues to the north and south as it leads between the
tile- and slate-roofed buildings of the city. To the east and west, shops
stand by the road, and in the distance to the south, a sign announcing The
Stag and Lion Inn hangs from an iron pole.
[ obvious exits: N E S W ]
An elegant pair of soft leather slippers lie across one another.
An oil lamp, set in a steel cage, hangs from a high wooden pole.

o S HP:Scratched MV:Strong > n
Central Street
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

o S HP:Scratched MV:Strong > w
w
East-West Road
[ obvious exits: E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

o S HP:Scratched MV:Strong > East-West Road
[ obvious exits: E S W ] [ S: door ]
A bruised and bloody leg lies on the ground, torn from its socket. [2]
A shattered arm lies in a bloody red and purple mess. [2]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

o S HP:Scratched MV:Strong > s
The door seems to be closed.
doorName is now set as: door

o S HP:Scratched MV:Strong > open door
s
Razhak narrates '...'
Ok.

o S HP:Scratched MV:Strong > In the House of a Nobleman
[ obvious exits: N U ] [ N: door U: privatedoor ]
A tall, well-dressed noble strolls arrogantly by.

* S HP:Scratched MV:Strong > n
w
East-West Road
[ obvious exits: E S W ] [ S: door ]
A bruised and bloody leg lies on the ground, torn from its socket. [2]
A shattered arm lies in a bloody red and purple mess. [2]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

w
o S HP:Scratched MV:Strong > East-West Road
[ obvious exits: N E W ] [ W: door ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

o S HP:Scratched MV:Strong > The Baerlon Master Blacksmith's
[ obvious exits: E ] [ E: door ]
The master blacksmith's forge is here, blasted by a fierce fire.
A master blacksmith is here, hard at work.

* S HP:Scratched MV:Strong > e
n
East-West Road
[ obvious exits: N E W ] [ W: door ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

o S HP:Scratched MV:Strong > Inside the Park
[ obvious exits: S ]
A stout timber has been handcarved into the sinuous curves of a longbow.
A wooden pipe has been left on the ground.
A little boy plays here.
A little boy plays here.
An Illuminator's assistant stands here carrying some colored tubes.
A woman dressed in hunting clothes stands by, watching.

o S HP:Scratched MV:Strong >
Razhak narrates 'human guards?'

o S HP:Scratched MV:Strong > s
e
e
East-West Road
[ obvious exits: N E W ] [ W: door ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

o S HP:Scratched MV:Strong > East-West Road
[ obvious exits: E S W ] [ S: door ]
A bruised and bloody leg lies on the ground, torn from its socket. [2]
A shattered arm lies in a bloody red and purple mess. [2]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

o S HP:Scratched MV:Tiring > East-West Road
[ obvious exits: E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

o S HP:Scratched MV:Tiring > na merchant guards
l
You narrate 'merchant guards'

o S HP:Scratched MV:Tiring > East-West Road
The East-West Road comes from the west and crosses Central Street to the east
before continuing across the entire breadth of the city. The road is paved
with the broad, flat flagstones of grey slate that can be seen everywhere in
the city. They attempt to keep everything from sinking into the mud.
[ obvious exits: E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

o S HP:Scratched MV:Tiring > e
e
Central Street
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

o S HP:Scratched MV:Tiring > East-West Road
[ obvious exits: E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

o S HP:Scratched MV:Tiring > e
East-West Road
[ obvious exits: E S W ]
A bruised and bloody leg lies on the ground, torn from its socket. [2]
A shattered arm lies in a bloody red and purple mess. [2]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

o S HP:Scratched MV:Tiring > ex
s
Obvious exits:
East - East-West Road
South - Fine Baked Goods
West - East-West Road

n
o S HP:Scratched MV:Tiring > Fine Baked Goods
[ obvious exits: N ]
A sweet and spicy cinnamon honeycake has been left here.
A honeycake is here, baked to perfection
A piece of bread has been left nearby.
A small loaf of crusty bread rests nearby.
A spotless white apron lies on the ground, folded neatly.
A bruised and bloody leg lies on the ground, torn from its socket. [2]
A shattered arm lies in a bloody red and purple mess. [2]
A lantern has been left here.
Some thick-soled, heavy leather boots stand stiffly together.
A thin leather set of leggings has been dropped here.
A soft leather pouch has been discarded here.
A plain brown belt has been dropped here. [2]
A stave stripped from a willow tree has been thrown down here.
A thick leather vest is here.
A leather helmet has been dropped here.
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.
A baker prepares for a day's worth of food sales.

* S HP:Scratched MV:Tiring > East-West Road
[ obvious exits: E S W ]
A bruised and bloody leg lies on the ground, torn from its socket. [2]
A shattered arm lies in a bloody red and purple mess. [2]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

o S HP:Scratched MV:Tiring > e
East-West Road
[ obvious exits: N E W ] [ N: door ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

o S HP:Scratched MV:Tiring > n
ex
The door seems to be closed.
doorName is now set as: door

o S HP:Scratched MV:Tiring > Obvious exits:
North - A closed 'door'
East - East-West Road
West - East-West Road

o S HP:Scratched MV:Tiring > open door
n
Ok.

o S HP:Scratched MV:Tiring > Baerlon Armory
[ obvious exits: S ] [ S: door ]
A pair of sturdy metal half-gauntlets has been set here.
A leather helmet has been dropped here.
A pair of hard leather half-gauntlets is on the ground here.
A headband braided from a leather thong lies here.
A metal hook with loops for a belt is here.
A high-cantled saddle crafted from durable, well-oiled leather lies here.
A horse's harness lies here, unused.
A garish red cape lies here.
Some thick-soled, heavy leather boots stand stiffly together.
A thin leather set of leggings has been dropped here.
A belt of tanned leather has been laid here.
A war hammer is lying here on the ground.
A thick pair of leather work gloves has been tossed to the ground here.
A long, wide leather strap with a harness is here. [2]
An oiled leather coat has been tossed to the ground.
A bruised and bloody leg lies on the ground, torn from its socket.
A shattered arm lies in a bloody red and purple mess. [2]
A large wooden shield has been cast off here.
A large metal shield has been forgotten here.
A set of thin metal leggings is here.
A shiny metal helmet lies to one side.
A worn saddlebag lies here in a heap.
A wide leather belt has been cast off here.
A thick leather vest is here.
A thin pair of leather gloves has been set here.
A pale leather harness lies here.
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.
An armorer stands here, working hard.

* S HP:Scratched MV:Tiring > s

Razhak narrates 'and the shopkeepers? also human?'

* S HP:Scratched MV:Tiring > East-West Road
[ obvious exits: N E W ] [ N: door ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

o S HP:Scratched MV:Tiring > na nod
e
You narrate 'nod'

o S HP:Scratched MV:Tiring > East-West Road
[ obvious exits: E S W ]
A bruised and bloody leg lies on the ground, torn from its socket. [4]
A shattered arm lies in a bloody red and purple mess. [4]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

o S HP:Scratched MV:Tiring >
A watchful guard tickles your body with his slash.
You try to pound a watchful guard, but he parries successfully.
A watchful guard tickles your head with his slash.
Your heartbeat calms down more as you feel less panicked.

w
o S HP:Scratched MV:Strong - a watchful guard: Healthy > n
No way! You're fighting for your life!

o S HP:Scratched MV:Strong - a watchful guard: Healthy > li
No way! You're fighting for your life!

o S HP:Scratched MV:Strong - a watchful guard: Healthy > No way! You're fighting for your life!

o S HP:Scratched MV:Strong - a watchful guard: Healthy >
The ratter bellows 'hzmcEi Mwh UeS GfZzSd _d l`r tUAs@H sW irAIqcW mPmW\'

o S HP:Scratched MV:Strong - a watchful guard: Healthy >
You try to pound a watchful guard, but he deflects the blow.
A watchful guard barely slashes your body.

o S HP:Scratched MV:Strong - a watchful guard: Healthy > na there is a watchful guard too
You narrate 'there is a watchful guard too'

l
o S HP:Scratched MV:Strong - a watchful guard: Healthy > East-West Road
A great noise comes from the south where a huge bazaar lies off the roadside.
The street becomes rather crowded here as people make their way into and out
of the bazaar. The road continues to the east and west.
[ obvious exits: E S W ]
A bruised and bloody leg lies on the ground, torn from its socket. [4]
A shattered arm lies in a bloody red and purple mess. [4]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A watchful guard is here, fighting YOU!

o S HP:Scratched MV:Strong - a watchful guard: Healthy >
You try to pound a watchful guard, but he deflects the blow.
A watchful guard tickles your head with his slash.

o S HP:Scratched MV:Strong - a watchful guard: Healthy > l watchful
cmw
You do not see that here.

f
o S HP:Scratched MV:Strong - a watchful guard: Healthy > [change mood wimpy]
Mood changed to: Wimpy

You panic and attempt to flee! watchful guard: Healthy >


You try to pound a watchful guard, but he deflects the blow.
A watchful guard barely slashes your body.
You flee head over heels.
East-West Road
[ obvious exits: N S W ]

o S HP:Scratched MV:Strong > cmb
[change mood brave]
Mood changed to: Brave

e
o S HP:Scratched MV:Strong > Alas, you cannot go that way...

o S HP:Scratched MV:Strong > w
w
East-West Road
[ obvious exits: E S W ]
A bruised and bloody leg lies on the ground, torn from its socket. [4]
A shattered arm lies in a bloody red and purple mess. [4]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A dark man watchfully stands guard here.

w
o S HP:Scratched MV:Strong > East-West Road
[ obvious exits: N E W ] [ N: door ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

o S HP:Scratched MV:Strong > East-West Road
[ obvious exits: E S W ]
A bruised and bloody leg lies on the ground, torn from its socket. [2]
A shattered arm lies in a bloody red and purple mess. [2]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

o S HP:Scratched MV:Strong >
Razhak narrates 'odd this'

e
o S HP:Scratched MV:Strong > e
e
East-West Road
[ obvious exits: N E W ] [ N: door ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

e
o S HP:Scratched MV:Strong > East-West Road
[ obvious exits: E S W ]
A bruised and bloody leg lies on the ground, torn from its socket. [4]
A shattered arm lies in a bloody red and purple mess. [4]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A dark man watchfully stands guard here.

o S HP:Scratched MV:Strong > s
East-West Road
[ obvious exits: N S W ]

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

o S HP:Scratched MV:Tiring > East-West Road
[ obvious exits: N S W ]

o S HP:Scratched MV:Tiring > s
East-West Road
[ obvious exits: N E ]

o S HP:Scratched MV:Tiring > e
The door seems to be closed.
doorName is now set as: door

o S HP:Scratched MV:Tiring > open door
e
Ok.

o S HP:Scratched MV:Tiring > Headquarters of the Town Watch
[ obvious exits: W ]
A bookshelf made from imported wood stands against the wall here.
A large desk made of fine, thick wood stands across the room from here.
A stalwart darkfriend patrols the streets, controlling the citizens.
A stalwart darkfriend patrols the streets, controlling the citizens.
A stalwart darkfriend patrols the streets, controlling the citizens.
A stalwart darkfriend patrols the streets, controlling the citizens.
The head of the Darkfriends' Watch enjoys a break here.

* S HP:Scratched MV:Tiring > l
Headquarters of the Town Watch
Recently renovated, this room gleams in cleanliness. The walls and floors
have been oiled, letting off a light scent in the air. New furnishings have
also been added, including a large desk with chair surrounding it and a
storage shelf on the wall.
[ obvious exits: W ]
A bookshelf made from imported wood stands against the wall here.
A large desk made of fine, thick wood stands across the room from here.
A stalwart darkfriend patrols the streets, controlling the citizens.
A stalwart darkfriend patrols the streets, controlling the citizens.
A stalwart darkfriend patrols the streets, controlling the citizens.
A stalwart darkfriend patrols the streets, controlling the citizens.
The head of the Darkfriends' Watch enjoys a break here.

* S HP:Scratched MV:Tiring > w
close door
East-West Road
[ obvious exits: N E ]

o S HP:Scratched MV:Tiring > w
Ok.

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

n
o S HP:Scratched MV:Tiring > w
East-West Road
[ obvious exits: N S W ]

o S HP:Scratched MV:Tiring > East-West Road
[ obvious exits: N S W ]

w
o S HP:Scratched MV:Tiring > w
East-West Road
[ obvious exits: E S W ] [ N: door ]
A bruised and bloody leg lies on the ground, torn from its socket. [4]
A shattered arm lies in a bloody red and purple mess. [4]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A dark man watchfully stands guard here.

o S HP:Scratched MV:Tiring > East-West Road
[ obvious exits: N E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

w
o S HP:Scratched MV:Tiring > East-West Road
[ obvious exits: E S W ]
A bruised and bloody leg lies on the ground, torn from its socket. [2]
A shattered arm lies in a bloody red and purple mess. [2]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

o S HP:Scratched MV:Tiring > East-West Road
[ obvious exits: E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

o S HP:Scratched MV:Tiring > w
Central Street
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

o S HP:Scratched MV:Tiring > s
s

Razhak narrates 'post about it? sounds like someone didnt write his/her mobol right'

o S HP:Scratched MV:Tiring > s
Central Street
[ obvious exits: N E S W ] [ E: door W: smalldoor ]
An elegant pair of soft leather slippers lie across one another.
An oil lamp, set in a steel cage, hangs from a high wooden pole.

o S HP:Scratched MV:Tiring > s
Central Street
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

o S HP:Scratched MV:Tiring > Central Street
[ obvious exits: N E S W ]
A gray dress, conservative and specially made for riding, lies here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.

o S HP:Scratched MV:Tiring > Central Street
[ obvious exits: N E S ]
A soft leather pouch has been discarded here. [12]
A bruised and bloody leg lies on the ground, torn from its socket. [4]
A shattered arm lies in a bloody red and purple mess. [4]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A simple man blends into the crowd of the city.

* S HP:Scratched MV:Tiring > na nod
You narrate 'nod'

* S HP:Scratched MV:Tiring > ex
Obvious exits:
North - Central Street
East - Alley by the Stag and Lion
South - Central Street

* S HP:Scratched MV:Tiring > s
e
e
Central Street
[ obvious exits: N S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

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

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

o S HP:Scratched MV:Tiring > s
e
e
Central Street
[ obvious exits: N E S ]
A small purse is here.
A soft leather pouch has been discarded here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.

e
o S HP:Scratched MV:Tiring > Gate Road
[ obvious exits: E W ] [ E: gate ]
A darkfriend guard stands ready to control the city and its citizens.
A darkfriend guard stands ready to control the city and its citizens.
A darkfriend guard stands ready to control the city and its citizens.

* S HP:Scratched MV:Tiring > The citygate seems to be closed.
doorName is now set as: citygate

* S HP:Scratched MV:Tiring > The citygate seems to be closed.
doorName is now set as: citygate

* S HP:Scratched MV:Tiring > cal
e
e
You call for the citygate to be opened.
The citygate is opened from the other side.

e
* S HP:Scratched MV:Tiring > Before the Gate
[ obvious exits: E W ] [ W: gate ]
A shattered arm lies in a bloody red and purple mess. [4]
An iron lantern hangs from the wall above the gate.
An elite Lion Warden stands at his post.
An elite Lion Warden stands at his post.

* S HP:Scratched MV:Tiring > Intersection By Baerlon
[ obvious exits: E S W ]

Elissa
Posts: 137
Joined: Sat Oct 13, 2018 11:51 am

Re: Baerlon CTF bug?

Post by Elissa » Sat Feb 09, 2019 2:23 pm

Am not Elysia, but as I've seen stated a bunch the LW mobs outside the city are related to a coding issue or another zone. I don't remember which. Those are there if Dsworn, COL, Seanchan, or DS takes Baerlon. You took the city, they want it back. :P

As far as your mobs disappearing, there's been a bit of a hassle getting it to work right. You should have a bunch of DF guards roaming the streets, not sure why this doesn't happen.
Elysia wrote:Also, man these mobs are stubbornly refusing to be purged or die, so I did a workaround. Just for Andor/ Dragonsworn, I'll have to do the other factions later.

Elysia
Posts: 7926
Joined: Sun Feb 15, 2015 1:29 pm

Re: Baerlon CTF bug?

Post by Elysia » Sat Feb 09, 2019 3:58 pm

Only the armorer and grocer will do business with non-humans. It seemed pointless to make a neutral tailor, baker, bartender and so on.

The guards outside the gates were intentionally not included in the CTF change.

Not sure about the guards, they randomly enter the city at various points, but their number increases over repops.

EDIT: figured it out. I suck and can't read on some days, as usual.

Elyse
Posts: 330
Joined: Wed Feb 18, 2015 1:47 pm

Re: Baerlon CTF bug?

Post by Elyse » Mon Feb 11, 2019 1:49 pm

Any reason why the governor (and I believe armorer) in DS baerlon are flagged as creature type "dreadlord"? They don't respond to locate life dreadlord or kill dreadlord, but their items (jade ring, stack of large metal shields, etc.) locate as "carried by a dreadlord."

This just the easiest way to make them sell to DS? Or was a flag missed somewhere?

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