About them wells again. On surface its understandable that amount of ropes/stones vary depending on terrain height.
but in the caves there is no such differences in height.
A quick check across all my mine levels resulted in 25-29 ropes per well.
1) why the variance?
2) why 25 ropes as minimum?
3) why no changes with cave depth level?
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lordgrunt
- Posts: 441
- Joined: Sat Nov 05, 2011 11:49 pm
Re: Game Development: Crystal Patch
Last edited by lordgrunt on Fri Sep 25, 2026 2:09 pm, edited 1 time in total.
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HasseKebab
- Posts: 1782
- Joined: Sun Mar 06, 2011 8:59 pm
Re: Game Development: Crystal Patch
yeah +1Regulus2424 wrote:consider nuking preexisting Thingwall palisades and claims
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iSuicidy
- Posts: 2
- Joined: Tue Dec 16, 2025 7:54 am
Re: Game Development: Crystal Patch
where are bans for bug abusers? Or do we act like nothing happened?jorb wrote: A character's "distance" to the server lead was incorrectly calculated using the current FEP-meter max, rather than the highest attribute, causing a reduced FEP-meter (e.g. from food variance bonus) to effectively count your stats as that much lower.
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iSuicidy
- Posts: 2
- Joined: Tue Dec 16, 2025 7:54 am
Re: Game Development: Crystal Patch
ackshually just go with w16.3 at this point
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Zentetsuken
- Posts: 2126
- Joined: Sun Jun 20, 2010 4:07 pm
- Location: Flavor Town
Re: Game Development: Crystal Patch
This feels like a bad "bugfix". If you can't even walk a tamed hrose on a leash through thicket it makes them deeply and objectively less useful. The leashing is annoying enough to have been kept in, I think.jorb wrote: [*] Fixed a bug by which tame horses could be led through ridges in thickets.
Last edited by Zentetsuken on Fri Sep 25, 2026 2:21 pm, edited 1 time in total.
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MightySheep
- Posts: 2523
- Joined: Fri Jul 22, 2011 1:18 pm
Re: Game Development: Crystal Patch
Ban every player
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UzU123
- Posts: 20
- Joined: Mon Dec 31, 2012 7:00 pm
Re: Game Development: Crystal Patch
I bet someone has been exploiting this bug by now. Surely you have some logs or data on characters whose FEP bar was, for some suspicious reason, 90–95% full before EVERY hunger reset, right?jorb wrote:A character's "distance" to the server lead was incorrectly calculated using the current FEP-meter max, rather than the highest attribute, causing a reduced FEP-meter (e.g. from food variance bonus) to effectively count your stats as that much lower.!
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azrid
- Posts: 3647
- Joined: Mon Oct 17, 2011 11:33 pm
Re: Game Development: Crystal Patch
I say we let this one slide this one time.iSuicidy wrote:where are bans for bug abusers? Or do we act like nothing happened?jorb wrote: A character's "distance" to the server lead was incorrectly calculated using the current FEP-meter max, rather than the highest attribute, causing a reduced FEP-meter (e.g. from food variance bonus) to effectively count your stats as that much lower.
Lets move on with our lives!


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_RU_ZVP
- Posts: 14
- Joined: Fri May 04, 2012 2:56 pm
Re: Game Development: Crystal Patch
nice world, free travel, no safe pali, pvp fractions boosted by broken hunger mechanics for first 1.5 months, keep it up guys
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lordgrunt
- Posts: 441
- Joined: Sat Nov 05, 2011 11:49 pm
Re: Game Development: Crystal Patch
Actually, minimum can vary as well, went down to 18 in one spot. still, no rhyme or reason behind this variance.lordgrunt wrote:About them wells again. On surface its understandable that amount of ropes/stones vary depending on terrain height.
but in the caves there is no such differences in height.
A quick check across all my mine levels resulted in 25-29 ropes per well.
1) why the variance?
2) why 25 ropes as minimum?
3) why no changes with cave depth level?

