APXEOLOG wrote:derkami wrote:@loftar
Without having looked into it because of the sudden announcement:
Is there a way for the client to make out if it's a W16 or a W16.1 Character?
`GameUI.genus` would be different for different worlds
jorb wrote:Notable Changes in W16.1
Non-visitor gates for siege significant wall types (Palisade, Brickwall) have been removed, and all gates in such walls will now be visitor gates. No gates will therefore any longer be visually distinguished with the red flags traditionally indicating a visitor gate, as the distinction will no longer be made.
mvgulik wrote:APXEOLOG wrote:derkami wrote:@loftar
Without having looked into it because of the sudden announcement:
Is there a way for the client to make out if it's a W16 or a W16.1 Character?
`GameUI.genus` would be different for different worlds
Assuming this is after a character logs into the world.
derkami probably likes to know this at the character screen.

loftar wrote:Hmm, the visitor gate thing was a change we queued up quite a while ago, so I must admit I don't remember the details, but the reason for it was because non-visitor-gates were being utilized in really sploity ways, that seemed worse than losing "airlocks", and a parallel world seemed like a good opportunity to see if we could get by without them (also because the distinction between gate types has always seemed ugly to me). I wish I could remember the exact reason, but I'm not finding it right now. If someone remembers the exploit, please remind me. Otherwise, this is certainly not a change that we're wed to.
Jenno wrote:You can't walk through a visitor gate while in combat but all gates are visitor gates now? Please tell I'm getting it wrong.
I leave my base. Someone's alt puts me in combat. I'm dead?

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