01-22-2018
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318 |
The Eternal
Join Date: Apr 2017
Location: York Town
Posts: 1,152
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So this morning. Had a odd incident happen. During spar with a friend at dojo. And I know I been more laggy than usual for the past 2 weeks due to issues and so on. But there was bats during our spar and a door in the center, or close to center. Was fixed but everyone for a good 30 minutes was getting cream' don't by like 6 bats in spar. Which is why Ik it wasn't just me. So what is happening graal?
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01-22-2018
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319 | |
Registered Old Person
Join Date: Sep 2013
Location: Graal City Restaurant
Posts: 4,742
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Today I saw there was a snowy warp pedastal in the main, central castle room. It must have been sourcing from MoD or Stables, because that's where my two are placed, and there was a stone in the pedastal. I couldn't interact with it, but it was visible. There's just... so much of this kind of thing going on lately. The railroad tiles don't transport you across successfully. It shuffles which ones are broken when you re-log, but it's still inevitably broken somewhere every time. Just... broken. All over. |
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01-23-2018
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320 | |
The Eternal
Join Date: Apr 2017
Location: York Town
Posts: 1,152
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This didnt happen but i wouldn't be surprised at this damn rate. The odd thing is. While it is without a doubt effecting most of graal and even inside buildings. Even going so far as even the Dojo with bats. But it seems that caves, in GENERAL not just the rail road is the most effected area. Example being the cave that connects Lavenders and world of mirth. Railroad. Ect. Really odd. The only explanation I can think of is they may be making a new cave system. Or a new cave in general. My opinion probably one in The northern forest to connect a railroad there.but just my guess. God only knows |
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01-23-2018
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323 | |
Registered User
Join Date: Jan 2016
Location: Neverland
Posts: 497
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07-04-2018
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325 |
Registered User
Join Date: Jul 2014
Posts: 783
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Tileset Error
I'm going to call this a tileset error because it's clearly a set of tiles that would make map building a hell of a lot more versatile than it is. Attached are three south-to-north-upward cliff access designs, one relatively recent. Also attached are three north-to-south-downward cliff access designs, all obviously lacking. And there's also another issue that's kind of only covered on a north-to-south cliff access design here, which is being able to do this for multiple layers of cliffs simultaneously. So basically my suggestion would be. 1. Add tiles to the tileset so that you can transition 2+ levels of cliffs seamlessly for both north-to-south and south-to-north cliff access designs. It's also advisable to do this for east/west cliff access designs. It would have the nice side-effect of making it a lot easier to fix cliff tile errors when there are those levels of cliff that come out of nowhere, e.g. the one that comes out from between the Graal City Church and Onnet Town. Also, Onnet Town in general. |