Closed GoogleCodeExporter closed 8 years ago
may be fixed in r607. needs testing
Original comment by tric...@gmail.com
on 28 Jun 2011 at 3:18
this fix, assuming it works, may affect all guards in the town, not just the
castle. I'm not sure that town guards and castle guards have no overlapping
npcid's.
If so I think its ok either way, why not let them have a bit of safety in the
town that their castles control lol
Original comment by tric...@gmail.com
on 28 Jun 2011 at 4:21
they should attack if you are near a castle and guards dont do this now.
Original comment by Nuijen...@gmail.com
on 2 Jul 2011 at 1:47
Do you mean chaotic castle owners, or chaotic players in general
will
Original comment by tric...@gmail.com
on 2 Jul 2011 at 3:48
Original comment by tric...@gmail.com
on 4 Jul 2011 at 7:42
r676 fixes this, but I only tested kent. Every castle needs to be checked for
any npc's that may be missing from these checks, I'm sure there's quite a few
still.
The code / method of fix works though, and doesn't break guards in other areas
anymore.
Reopening this bug as a reminder to check other npc's for myself (or anyone
else who would like to help)
Original comment by tric...@gmail.com
on 8 Jul 2011 at 2:37
this tickets can be closed they are fixed and merged in into the github.
Original comment by Nuijen...@gmail.com
on 25 Jul 2011 at 5:14
Original issue reported on code.google.com by
tric...@gmail.com
on 27 Jun 2011 at 3:58