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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Wed Jul 25, 2012 7:47 am 
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Mortal

Joined: Thu Jan 22, 2009 4:41 am
Posts: 2596
Location: Witness Protection
SK Character: Cyndane - Talys
Because.

Sorry, that's all I've got.


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Wed Jul 25, 2012 7:59 am 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
jhorleb wrote:
Yeah I don't think this makes sense either. There are too many rooms with no cardinal exits that will now be death traps. And many named exits are something like "cave.". Why can't you flee out of a cave?

This refers to exits that you can't see because they are flagged hidden and you don't have detect hidden. Shouldn't effect exits that you can't see due to simply being blind. Sorry for not being specific enough.


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 Post subject: Re: Code Update Q&A 7/24/2012
PostPosted: Wed Jul 25, 2012 8:13 am 
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Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
Um, Dulrik, even if you could otherwise see them but were blinded, you couldn't enter non-hidden-flagged exits when blind or attempting to flee. Are you saying you've fixed that as well?


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 Post subject: Re: Code Update Q&A 7/24/2012
PostPosted: Wed Jul 25, 2012 8:23 am 
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Joined: Sat Oct 02, 2010 10:24 pm
Posts: 483
Yeah like the 'cave' exit in wolfen woods. If you get dirted by the warden or anyone else and are in over your head, you're screwed since you somehow can't leave the big gaping hole in the earth.
I do think it'd be fine to flag some off these entrances as impossible to use when blind, such as all the named shops in Garazul, as finding which one would infact be difficult. But some exits it makes no sense that you can't flee from just because they are named.


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 Post subject: Re: Code Update Q&A 7/24/2012
PostPosted: Wed Jul 25, 2012 8:36 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
Dulrik wrote:
This refers to exits that you can't see because they are flagged hidden and you don't have detect hidden. Shouldn't effect exits that you can't see due to simply being blind. Sorry for not being specific enough.
Actually, unless a very recent code change has altered this, it has always been impossible to not only flee, but actually enter through named exits if you were blind or dirted, regardless of whether you could see them had you not been blind or dirted. Is this not how things are intended?

And Jhorleb, such rooms are no more death traps than they were before this update.


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 Post subject: Re: Code Update Q&A 7/24/2012
PostPosted: Wed Jul 25, 2012 8:41 am 
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Mortal Philanthropist

Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
Actually, I can confirm Edoras that isn't correct. A certain cabal spell was placed at their keep and I was asked to enter it and I still was able.


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 Post subject: Re: Code Update Q&A 7/24/2012
PostPosted: Wed Jul 25, 2012 9:26 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
The effect of that spell is purposefully limited in such a way, and is not the same as blindness or dirt kick.


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