MedievaLands [closed source] is a a recreation of an early MMORPG. The desktop client runs on .NET Framework on Windows and macOS. The server runs on .NET Core on Linux. The website is written in PHP and runs on Apache on Linux. 126,500 lines of C#.
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Events that change when you step on a tile multiple times start out pre-triggered #1012
I've noticed this in both the Yserbius and Twinion maps. For many of the spaces where stepping on a tile multiple times triggers different events, the first event will frequently be skipped completely. This is particularly significant with the King Cleowyn event where the first time you step on his tile he's supposed to explain your mission to return his items and give you his ring. Stepping on the tile again is supposed to trigger a fight with him. Here, the first encounter is skipped entirely, with the fight that's supposed to be optional being the only way to get his ring.
The game is filled with encounters with these. It's particularly blatant in places likes Twinion's Falls, where there are a number of events that are messed up like this. The guards start out pre-agitated by one stage. The spot where an adventurer is suppose to move between two messages only has the later two events. There's an event in the marketplace that references a thief who never showed up the first time. I think the adventurers in Yserbius also might be triggering secondary messages where they don't speak to you first, but I can't remember how it worked in the original game.
Upon further experimentation, I think I might have been wrong about the King Cleowyn event, since the initial encounter is actually one tile below the fight. The Twinion encounters are definitely messed up, though.
I've noticed this in both the Yserbius and Twinion maps. For many of the spaces where stepping on a tile multiple times triggers different events, the first event will frequently be skipped completely. This is particularly significant with the King Cleowyn event where the first time you step on his tile he's supposed to explain your mission to return his items and give you his ring. Stepping on the tile again is supposed to trigger a fight with him. Here, the first encounter is skipped entirely, with the fight that's supposed to be optional being the only way to get his ring.
The game is filled with encounters with these. It's particularly blatant in places likes Twinion's Falls, where there are a number of events that are messed up like this. The guards start out pre-agitated by one stage. The spot where an adventurer is suppose to move between two messages only has the later two events. There's an event in the marketplace that references a thief who never showed up the first time. I think the adventurers in Yserbius also might be triggering secondary messages where they don't speak to you first, but I can't remember how it worked in the original game.