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 Post subject: Code Update 09/09/2011 - Q&A
PostPosted: Fri Sep 09, 2011 11:51 pm 
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Immortal

Joined: Sat Sep 26, 2009 1:13 pm
Posts: 341
Location: Dreamscape
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 Post subject: Re: Code Update 09/09/2011 - Q&A
PostPosted: Sat Sep 10, 2011 12:52 am 
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Joined: Fri Apr 29, 2011 4:48 am
Posts: 341
Inn regen rooms reserved blah blah

Did any of the old regen rooms get their regen ability removed, or were there regen rooms outside of the six major cities that were removed?


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 Post subject: Re: Code Update 09/09/2011 - Q&A
PostPosted: Sat Sep 10, 2011 1:03 am 
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Immortal

Joined: Sat Sep 26, 2009 1:13 pm
Posts: 341
Location: Dreamscape
The inn regeneration bonus was only supposed to exist for the six central inns (one inn per kingdom.) For some reason, a lot rooms other than those were flagged as "inns". These will now no longer grant the regeneration bonus. Only the six original inns do.


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 Post subject: Re: Code Update 09/09/2011 - Q&A
PostPosted: Sat Sep 10, 2011 4:18 am 
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Mortal

Joined: Thu Dec 22, 2005 7:27 am
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Win.


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 Post subject: Re: Code Update 09/09/2011 - Q&A
PostPosted: Sat Sep 10, 2011 4:38 am 
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Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Quote:
- Inn regen rooms reserved for only the six capitol inns
- Releasable room spells can only be held while in the same area
- Wall of fire damage no longer allows you to gain XP


All of these are awesome.


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 Post subject: Re: Code Update 09/09/2011 - Q&A
PostPosted: Sat Sep 10, 2011 4:54 am 
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Mortal

Joined: Fri Aug 26, 2011 5:41 am
Posts: 103
Uh, wtf poltergeist command?


Also, on the topic of the Inn things.

Okay, but now all the KDs need to put gate targets directly inside of the Inn regen rooms of all the Kingdoms.

It's not fair that Sith'a'niel, Nerina, and Menegroth lack this glaring weakness. I'm not even sure if you can gate to the NPCs inside of the Hart and Rose in Exile anymore.

And how does "the same area" apply to things like <INSERT DRUID SPELL> at portal stones?


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 Post subject: Re: Code Update 09/09/2011 - Q&A
PostPosted: Sat Sep 10, 2011 5:01 am 
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Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Syn has a good point.

I think that the gate target in the Moot should be removed as a gate target (I don't think the Hart and Rose NPCs can be directly gated to anymore). Having one a few rooms away is one thing, but an instant gate in to the only regen room in the kingdom is going to end up in a lot more paranoia (And rightly so) not less: And a LOT more PK in cities.

Right now the Moot is bigtime screwed in that way. I don't think you can gate to NPCs in the Hart and Rose anymore.


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 Post subject: Re: Code Update 09/09/2011 - Q&A
PostPosted: Sat Sep 10, 2011 5:14 am 
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Joined: Fri Aug 26, 2011 5:41 am
Posts: 103
Edoras wrote:
I think that the gate target in the Moot should be removed as a gate target


There are two of them in the same room (the 'main' room of the inn), btw.


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 Post subject: Re: Code Update 09/09/2011 - Q&A
PostPosted: Sat Sep 10, 2011 5:23 am 
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Immortal (Inactive)

Joined: Sat Sep 05, 2009 2:21 pm
Posts: 123
SK Character: Algorab
Poltergeist can only be used when dead. Command is poltergeist <target> <direction>.

As for the Moot...there weren't supposed to have been any more gate targets in Inns for a very long time, not sure what happened there. Hopefully your KD can fix it.


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 Post subject: Re: Code Update 09/09/2011 - Q&A
PostPosted: Sat Sep 10, 2011 5:35 am 
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Mortal

Joined: Fri Aug 26, 2011 5:41 am
Posts: 103
Can you move /corpses/ with the poltergeist thing? That's just going to be incredibly annoying after PK.

Also, classes like shaman/sorc/necro/etc have a distinct advantage here, if that command takes ME to use.

Mercs/etc can generally not even keep themselves manifested, while the ME classes can stay manifested eternally.


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