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~ Haliste ~<br />
~ Haliste ~<br />
SGM, Events<br />
SGM, Events<br />
Auntie H, Forever

{{saved-post
| category = Paid Events: Adventurers, Quests, and SimuCoins
| topic = Rumor Woods
| messagenum = [http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Rumor%20Woods/view/711 711]
| author = [[User:GS4-HALISTE|GS4-HALISTE]]
| date = 07/02/2020
| subject = Reins/Leads and containers
}}
To (hopefully) prevent some unintended loss of important information, I've implemented a few blocks to the summoning devices.

1) You cannot put a summoning device in a stall storage container or disk<br>
2) If your mount is summoned, you should not be able to put your summoning device in containers that aren't worn (except for your locker). (So this will mean you can't put it in a cloak on the bench or something.)

Let me know if you notice any weird stuff with these updates.

~ Haliste ~<br>
SGM, Events<br>
Auntie H, Forever
Auntie H, Forever
<section end=savedpost2020 />
<section end=savedpost2020 />

Revision as of 17:25, 27 May 2021

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Rumor Woods
Message #: 33
Author: GS4-HALISTE
Date: 05/23/2019 09:02 AM CDT
Subject: A Fun Game


Last evening, we decided to play a spur of the moment game on Discord. The following is the result of that game.


Haliste: We're gonna play a game. Head's up to whomever is actively watching and paying attention in here. So here's the deal. You get to ask questions in here about the upcoming June event, and I'll answer them. However...ONE question at a time. You will have to show restraint! If you toss out two questions before the first has been answered, the game is over. So you guys need to figure out who's gonna ask questions or work out amongst yourselves that no one is gonna ask questions over another person unless it has been answered.

These were the rules. Someone took notice that a player was typing a question!

>Weasel: Go, Cowboy. You're typing!
>Cowboy: Will these mounts be usable outside the event?
>Sparky: Are we going to have mounts outside the event?

And that was it. The game was over before it began.

So I decided to show some mercy and let the game proceed with different rules. Now, it was a 5 minute rule. And the timer started at 8:25. I failed a little bit and went slightly beyond that. But, here are the questions and answers for those who don't frequent Discord.

Q: Whata kind of mounts?
A: Horses.

Q: (From the big fail)
A: Mounts can be used outside of the event.

Q: How is the weight reduction stuff going to work, certs for existing containers, new containers?
A: Weight reduction is set to work on any container. I am not sure about ones that have already received weight reduction through other means (ie: Duskruin or another script)

Q: Can they hold things?
A: Only the inventory they can wear, and they cannot wear containers.

Q: is there jousting?
A: The event will have jousting.

Q: is there going to be any summit academy customization stuff?
A: Yes on customizations.

Q: can we train them in jumping and/or dressage?
A: No training at this time.

Q: are they 1 per account?
A: No. If you want 10 mounts, have at it.

Q: Is there anything for fusion? What is sylinar doing at this event?
A: There is a story about Sylinar on the forums. He's been ousted.

Q: Does the guy replacing him do any work in fusion or enhancives?
A: Enhancives are moving to another event, as Summit Academy is being repurposed.

Q: Is my mount at risk from bandits or aoe
A: Your mount will never die completely, if it dies. If you obtain a mount, it's yours forever. Until you sell it off to someone else. You can also sell/trade horses.

Q: Any weighting happening at the event?
A: No weighting. WPS will be back at Duskruin.

Q: Will the mount verb work?
A: Yes.

Q: did you answer about what actions they could do including sitting on gnomes?
A: Actions? I'm leaving most of that up to discovery.

Q: I'm hoping the "if you get a horse" (I guess something I said earlier in the chat...) means if you want to get the currency needed less than there won't be enough to go around...
A: Mounts are not limited for the event or for players. If you want 10, go for it. If you want 1, great. If you don't want any, that's okay too.

Q: is 10 the max?
A: There is no max.

Q: I want a pony. Not a horse.
A: No ponies.

Q: Wait, can I fly? Pegasus or gryphons!
A: No flying mounts right now.

Q: Will mounts appear in your player description?
A: Yes.

Q: ...we never got an answer on either breeding or genders.
A: No breeding. Yes genders.

Q: Can I use my bow from horseback?
A: There is no combat on mounts.

Q: Are the boosts for the mounts or our characters?
A: Characters.

Q: Will the mounts provide some kind of mechanical benefit?
A: Mounts do not currently provide mechanical benefits.

Q: do we get to dress them up in pretty tack? blankets, legwraps, braid their manes and tails?
A: There are features for mounts. There are inventory items for mounts.

Q: can they swim?
A: No.

Q: ...will they follow you if you aren't riding one? er, yours.
A: No.

Q: Can I unlock the loresong of my horse?
A: Horses do not have loresongs.

Q: can anyone alter horse looks, or only through certain things?
A: Right now, horse alterations are limited.

Q: limited by person or venue?
A: those could very well be one in the same.

Q: Can plat get a new bonus where we all get altered horses?
A: Probably not.

Q: Can I feed my horse apples and or carrots?
A: Yes! Horses will eat specific things. And not eat other specific things. Discovery.

Q: Can my horse have a braided mane and ribbons in its tail?
A: Possibly...

Q: Can my horse have wings?
A: No.

Q: Can my horse have tentacles?
A: No.

Q: ...do mounts have saddlebags? Can they carry stuff around for you (other than their own tack)?
A: Mounts will not be able to wear containers at this time.

Q: i wonder if groups can mount the same horse
A: No. Horses will allow one person to ride them.

Q: different breeds of horses? draft horses, etc.
A: There are varieties, but your common mount is a horse. This is our release event, and there will be much more down the line.

Q: What non horse things can we look forward too at this event? Also if you are running around in the wilds and go back to town do you have to stop at the stable before you can go inside any buildings? Or can you dismount anywhere and not worry about it. Is there upkeep?
A: There are lots of non-horse things at this event. More information is coming.

Q: As a giantkin, am I required to obtain a much larger steed than the little people and thus, beholden to higher upkeep costs?
A: No.

Q: I know this is way after like the q&a but any more info on these boosts?
A: Not yet. RSN.

If I left anything out, forgive me. We've worked really hard to make this event special. We all hope you enjoy it.

~ Haliste ~
SGM, Events
Auntie H, Forever

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Rumor Woods
Message #: 42
Author: GS4-HALISTE
Date: 05/25/2019 01:22 PM CDT
Subject: Re:Mounts


1. Mounts are completely separate entities.
2. Mounts should not add to your encumbrance, but if you are at max item inventory, you may not be able to mount it.

~ Haliste ~
SGM, Events
Auntie H, Forever

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Rumor Woods
Message #: 54
Author: GS4-HALISTE
Date: 05/28/2019 09:00 AM CDT
Subject: Re: Mounts and travel


Horses cannot go inside.

~ Haliste ~
SGM, Events
Auntie H, Forever

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Rumor Woods
Message #: 180
Author: GS4-ESTILD
Date: 06/04/2019 11:14 AM CDT
Subject: Mounts


Two quick updates:

You should no longer be dismounted when attacked, unless you receive damage. Most forms of attack are outright blocked from being initiated by the mounted player, but if you somehow manage to perform an attack, that will also dismount you. No more roltons dismounting you though, unless they manage to actually hit you.

Most objects that blocked the mounts before should now allow you to pass. This includes town gates (after you pay the fee), the footpath from the Landing to EN (after you search it out), the icy river, the rockslide, etc.

GameMaster Estild

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Rumor Woods
Message #: 196
Author: GS4-HALISTE
Date: 06/04/2019 07:50 PM CDT
Subject: Mount Updates


I'll just keep things in here to make it easier to follow.

* Mounting and Dismounting will no longer incur a roundtime.
* Horses can now ride to inside destinations, provided that destination is NOT in town.

~ Haliste ~
SGM, Events
Auntie H, Forever

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Rumor Woods
Message #: 197
Author: GS4-HALISTE
Date: 06/04/2019 08:12 PM CDT
Subject: Mount Updates


* Dismounted horses will now stick around a little bit longer.

~ Haliste ~
SGM, Events
Auntie H, Forever

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Rumor Woods
Message #: 203
Author: GS4-ESTILD
Date: 06/05/2019 02:37 PM CDT
Subject: Mount Updates


A few more updates:

* The existing movement code was rewritten, which should mostly be invisible to you, but if you notice any issues, please post/BUG/BUGITEM it.
* If there are any locations outside of towns, specifically along paths between towns, that block mounts, please BUG the room or BUGITEM the specific obstacle (e.g. the river in "go river").
* You can now lead or be a member of groups while mounted.
* Mounted players can now make use of multi-movement, which has 2 parts and must be prefixed with "go":

1) You can specify 2 directions to move in one command. e.g. "go s se`

>go s se
You ride a fiery-eyed nightmare steed south.
[Wehnimer's, Exterior]
As you stand next to the southwest corner of the Landing, you have an unobstructed view of the plain. Some distance away you can make out the vague figures of shepherdesses tending their flocks of Rolton -- sheep indigenous to the region. Further south the grassy expanse turns hilly, eventually terminating in stark mountains that line the horizon. You also see a wooden signpost.
Obvious paths: north, southeast, southwest
You ride a fiery-eyed nightmare steed southeast.
[Wehnimer's, Exterior]
The dirt path bends around the southwest corner of the landing. Far to the east, you can see a thin blue line that must be the river. You also see a rolton skeleton, a yellow silk ribbon and a heap of splintered timbers and torn hide.
Obvious paths: east, northwest


2) You can specify up to 8 of the same direction to move in one command. e.g. "go w w w w w"

>go w w w w w
You ride a fiery-eyed nightmare steed west.
[Vornavis, West Road]
Dry grasses stretch out in a plain to the south of the path here. Amber fields of tall swaying grass wave hypnotically in the slight, steady breeze. The rustling hiss of the grasses in the breeze sets the mind at ease.
Obvious paths: east, west
You ride a fiery-eyed nightmare steed west.
[Vornavis, West Road]
The fields to the south of the path here change from amber to the east to green and lush to the west. The fields have no paths or roads leading into them, but occasionally, the tall grasses are crushed or swept to one side as if by a traveler or a large animal. You also see a small mound.
Obvious paths: east, west
You ride a fiery-eyed nightmare steed west.
[Vornavis, West Road]
The road continues to the east into a wide, flat area marked by fields of tall grasses. To the west, a small wooded area crosses the road, becoming more dense and lush far to the north. The road remains well defined, and wagon wheel ruts show regular use. You also see a rocky footpath leading up into the woods.
Obvious paths: east, west
You ride a fiery-eyed nightmare steed west.
[Vornavis, West Road]
The road travels through a very sparsely wooded area for a stretch here. The woods are not dense, and allow direct sunlight to touch the forest floor. This is either the beginning of a very young forest, or the end of a very old one.
Obvious paths: east, west
You ride a fiery-eyed nightmare steed west.
[Vornavis, West Road]
To the east, a small wooded area crosses the path, and vibrant green leaves cling to trees swaying in the breeze. The road slopes sharply downward for a stretch before turning toward the southwest. A clump of holly bushes to the north of the path here looks out of place.
Obvious paths: east, southwest

A normal creature won't get the opportunity to attack you when using multi-movement, but anything that could trigger when entering or exiting a room still applies (webs, ice patches, etc). Multi-movement will work for a group if all members have mounts. Non-mounted peasants are left behind. Multi-movement is a base feature of all mounts and is different from Fast Travel, which will be a separate unlock.

GameMaster Estild

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Rumor Woods
Message #: 267
Author: GS4-HALISTE
Date: 06/09/2019 07:31 AM CDT
Subject: Mount Updates


* Boothead shouldn't happen anymore. No need to summon twice to get your inventory in the right order.
* Unique mounts have been renamed to Uncommon to avoid confusion.

~ Haliste ~
SGM, Events
Auntie H, Forever

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Rumor Woods
Message #: 357
Author: GS4-ESTILD
Date: 06/14/2019 05:57 PM CDT
Subject: Mounts: Fast Travel


Mounts will have 2 separate unlocks for Fast Travel. Each unlock is tied to the character ("riding skill"), so if you have more than one mount, it works for all of them.

The first Fast Travel unlock is Town to Hunting Grounds. You will be able to use your mount from within town to instantly go to any number of hunting grounds for your local area. As an example (and this is purely an example, any or all the locations listed below are not guaranteed to be available in the end product), you will get a list of locations and be able to pick one of these while in the Landing:

Cavernhold, Main Hall (gnoll workers, gnoll thiefs, gnoll rangers, gnoll guards, gnoll priests)
Spider Temple, Entry Hall
Upper Trollfang (lesser orcs, cockatrices, forest trolls)
Graveyard, Crypt
Mine Road (manticores, lesser orcs, goblins, kobolds, thraks)
Mine (cave trolls, troglodytes, cave gnomes, cave nippers, greater spiders, cave worms, crystal golems)
Upper Trollfang, Glatoph (ice trolls, steel golems, snow crones, ice skeletons, fire guardians, ice trolls
firephantoms, frost giants)
Lysierian Hills, Valley (pumas, krolvin warriors, krolvin mercenaries, krolvin warfarers)
Monastery, Misty Chamber (monastic liches, spectral monks)
Kobold Village, Commons (kobolds, big ugly kobolds)
Darkstone, Outer Chamber (troll kings, harbingers)
Sea Caverns (goblins)
Wehntoph, Labyrinth (minotaurs)
Wehnimer's Sewer, Nexus (giant rats)
Castle Anwyn Gatehouse (carcerises, hornets, arch wights, moaning spirits)
Stronghold, Entry (stone giants, Illoke mystics, stone mastiffs, Illoke shamans, stone giants)

In most cases, the mount will not allow you to circumvent normal obstacles (skill and level checks), but can get you closer to the desired area than as if you had to walk all the way. A common exception to that rule is if you can teleport there with a gold ring, a mount will probably be able to take you there too. After your hunt, you can return to the same room, then Fast Travel back to town. You may use this type of Fast Travel with no cooldown.

The second type of Fast Travel will be Town to Town. Your mount will take you on a relatively short journey as you move from one town's stables to another. It will be similar to the caravan system that is used to travel from Solhaven to the Sanctum of Scales (but with no bandits). It will be quicker than walking and will only take a few minutes to go to most towns. This type of travel is taxing on your mount and may only be performed once per day.

Both unlocks will be available to purchase for 50,000 raikhen at each town's local stables once released in the near future.

GameMaster Estild


Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Rumor Woods
Message #: 432
Author: GS4-RETSER
Date: 05/08/2020 01:49 PM CDT
Subject: Teaser: Mount Travel, Towns, & Hunting Grounds


Disclaimer: This is in active development and not final. This is a demo of the system as it stands. This maybe probably most likely will be ready by this run of RW.

mount
Usage:
MOUNT {target} - Mount messaging.
MOUNT TRAVEL - Travel options can be unlocked at Rumor Woods.
MOUNT TRAVEL TOWN - Allows the rider to travel to another town once every 24 hours. This command must be used from within a town.
MOUNT TRAVEL HUNTING - Allows the rider to travel to nearby hunting grounds based on the location used. This command must be used from within a town.
MOUNT TRAVEL RETURN - Allows the rider to return to their source room from their hunting ground. This command must be used from the arrival room of the hunting ground.

You are already riding a light chestnut horse. Did you mean to DISMOUNT?

TOWN

mount travel town
Please provide a valid town.
1. Wehnimer's Landing
2. Icemule Trace
3. Solhaven
4. River's Rest
5. Zul Logoth - Not Supported
6. Ta'Illistim
7. Sylvarraend
8. Cysaegir
9. Ta'Vaalor
10. Teras

MOUNT TRAVEL #

mount travel town 6

<Simulated time passes with messaging>

You dig your heels into the sides of your chestnut horse and set off on your journey.
[Horseback Journey]
The world races by you in a blur.
Obvious paths: none

A sudden gust of wind forces you to briefly avert your gaze from the path ahead.

A sudden gust of wind forces you to briefly avert your gaze from the path ahead.

A sudden gust of wind forces you to briefly avert your gaze from the path ahead.

Something can be seen racing alongside you in your peripheal vision, but it quickly fades away.

Your knees braced into the side of your chestnut horse grow tired as you keep your body elevated.

Your chestnut horse suddenly shakes its head forcing you to pull the reins and spur it along.

Your knees braced into the side of your chestnut horse grow tired as you keep your body elevated.

Your knees braced into the side of your chestnut horse grow tired as you keep your body elevated.

You ease the reins of your chestnut horse as you canter toward the stable of your destination.
[Erenad Courtyard]
Surrounded by a pale grey stone wall, the cobblestone courtyard of the carriage house fans out in semi-circular pattern with the focal point leading to a white paneled house. To the other side of the building is an archway that leads into the stable. Pots of blooming flowers are set about decorating the area with their bright colors.
Obvious paths: out

[Ta'Illistim, Vaeshean Wey]
The high city wall is unbroken save for the postern gate, an arch of heavy blocks with a marble keystone and latticework portcullis. Atop the wall, the sapphire and silver pennants of House Illistim flutter in the breeze. The cobblestones around the passage are worn smooth and slick. You also see a city guardsman.
Obvious paths: east

HUNTING

s>MOUNT TRAVEL HUNTING
Please make a valid selection.
1. Blighted Forest 2. Maaghara Tower
3. Gossamer Valley 4. Teorrain Dale
5. Wraithenmist 6. Gyldemar Green
7. Gyldemar Forest 8. Gyldemar Forest, Shack
9. Yegharren Valley 10. Yegharren Plains
11. Gorget Trails 12. Orcswold
13. Emerald Forest 14. Black Moor
15. Maernstrike Caverns 16. Temple Wyneb
17. Masked Hills 18. Griffin's Keen
19. Gyldemar Road, Black Water

MOUNT TRAVEL HUNTING #
s>mount travel hunting 19
1. Blighted Forest 2. Maaghara Tower
3. Gossamer Valley 4. Teorrain Dale
5. Wraithenmist 6. Gyldemar Green
7. Gyldemar Forest 8. Gyldemar Forest, Shack
9. Yegharren Valley 10. Yegharren Plains
11. Gorget Trails 12. Orcswold
13. Emerald Forest 14. Black Moor
15. Maernstrike Caverns 16. Temple Wyneb
17. Masked Hills 18. Griffin's Keen
19. Gyldemar Road, Black Water

You selected: 19
Location: Gyldemar Road
[Please repeat this command within 30 seconds to confirm.]

mount travel hunting 19
You dig your heels into the sides of your chestnut horse and set off on your journey.
[Horseback Journey]
The world races by you in a blur.
Obvious paths: none

Something suddenly shifts in the undergrowth near the trail forcing you to steer to the opposite side.

You ease the reins of your chestnut horse as you canter toward your destination.

[Gyldemar Road]
Worn away by rain and the underground action of continual water, the road has sunk to swamp level. At this point, though, it remains firm enough for passage and rises slightly out of the swamp to the west. To the east the road disappears entirely under black water for twenty yards or so then emerges again to proceed unsteadily on its way. Continuing east is most likely a sink or swim proposition, and perhaps both. You also see the ruins of a paved stone road disappearing further into the swamp to the south.
Obvious paths: west

<RETSER HUNTS GLORIOUSLY, DOES NOT DIE, GETS ALL TEH LOOTS - OBVIOUSLY>

Well, time to go home! <Retser returns to where he rode to>

s>mount travel return
Are you sure you'd like to return to Ta'Illistim, Vaeshean Wey?
[Please repeat this command within 30 seconds to confirm.]

mount travel return
You dig your heels into the sides of your chestnut horse and set off on your journey.
[Horseback Journey]
The world races by you in a blur.
Obvious paths: none

Something can be seen racing alongside you in your peripheral vision, but it quickly fades away.

You ease the reins of your chestnut horse as you canter toward your destination.
[Ta'Illistim, Vaeshean Wey]
The high city wall is unbroken save for the postern gate, an arch of heavy blocks with a marble keystone and latticework portcullis. Atop the wall, the sapphire and silver pennants of House Illistim flutter in the breeze. The cobblestones around the passage are worn smooth and slick. You also see a city guardsman.
Obvious paths: east

Retser, SGM

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Rumor Woods
Message #: 510
Author: GS4-RETSER
Date: 06/16/2020 02:37 PM CDT
Subject: Rumor Woods: Mount Travel


Hey everyone, MOUNT TRAVEL is going to be ready in time. Here is the mostly finalized HUNTING list. There are a few rooms that are "NOT SUPPORTED" that you will not be able to transport to. These rooms may be reviewed at a later date so I'm going to leave them in the readout for now.

The rest of the system remains the same.

MOUNT TRAVEL TOWN - Allows the rider to travel to another town once every 24 hours. This command must be used from within a town.
MOUNT TRAVEL HUNTING - Allows the rider to travel to nearby hunting grounds based on the location used. This command must be used from within a town.
MOUNT TRAVEL RETURN - Allows the rider to return to their source room from their hunting ground. This command must be used from the arrival room of the hunting ground.

Landing
1. Foothills
2. Spider Temple
3. Upper Trollfang
4. Graveyard
5. Mine Road
6. Mine
7. Upper Trollfang, Glatoph
8. Lysierian Hills
9. Monastery
10. Kobold Village
11. Darkstone
12. Sea Caverns
13. Upper Krag Slopes
14. Wehnimer's Sewer
15. Castle Anwyn
16. Thanatoph, Hot Springs

Teras
1. Abandoned Mine
2. Greymist Woods*
3. Manor House
4. Teras Isle, Beach (Whirlpool)
5. Wind Tunnel
6. Lava Flows
7. Glaes Tunnel
8. Eye of V'Tull
* Not Currently Supported

Solhaven
1. Outside Bonespear, Forest Road
2. Cairnfang
3. Vornavis, Outlands Road
4. Warrens
5. Deep Woods
6. Vornavian Coast, Beach
7. Vornavian Coast, Beached Hulk
8. Vornavian Coast, Caverns
9. Vornavian Coast, North Beach
10. Vornavis, Broken Tower
11. Vornavis, Wooded Plains
12. Vornavian Coast, The Bog
13. Vornavis, West Road
14. Vornavian Coast, Pine Forest
15. Vornavian Coast, The Hills
16. Vornavian Coast, Foggy Valley
17. Vornavis Holdings
18. Outlands Manor
19. Vornavian Coast, The Lagoon
20. Vornavian Coast, The Lake
21. Vornavian Coast, South Beach
22. Vornavian Coast, Forest Road
23. Noman's Land

River's Rest
1. Sea Cave
2. Cavern
3. Troll Lair
4. Reef*
5. Entrance Hall
6. Zoo
7. Alchemist
8. Infirmary
9. Maelstrom Bay*
10. Krolvin Carrack*
11. Garrison
12. Armory
13. Citadel, Outside
14. Citadel, Stables
15. River Tunnels
16. River Tunnels, Barrier
17. South River Road
18. Miasmal Forest*
19. Dismal Slough*
20. Karazja Jungle
* Not Currently Supported

Icemule
1. Rat's Nest
2. Great Cavern
3. Abandoned Farm
4. Ice Plains
5. Snowflake Vale
6. Icemule Pioneer Mausoleum
7. Snow Fort
8. Icemule, Ruins
9. Abbey Cellar
10. Frozen Garden
11. Olbin Pass
12. Frozen Battlefield
13. Thurfel's Island*
14. Thurfel's Keep*
15. A Cavernous Approach
* Not Currently Supported

ZL
1. Czeroth Caverns
2. Mraent Cavern
3. Zaerthu Tunnels
4. Troll Burial Grounds


TI
1. Blighted Forest
2. Maaghara Tower
3. Gossamer Valley
4. Teorrain Dale
5. Wraithenmist
6. Gyldemar Green
7. Gyldemar Forest
8. Gyldemar Forest, Shack
9. Yegharren Valley
10. Yegharren Plains
11. Gorget Trails
12. Orcswold
13. Emerald Forest
14. Black Moor
15. Maernstrike Caverns
16. Temple Wyneb
17. Masked Hills
18. Griffin's Keen
19. Gyldemar Road, Black Water

TV
1. Fethayl Bog
2. Yander's Farm, Well
3. Yander's Farm, Turnip Patch
4. Yander's Farm, Wheat Fields
5. Yander's Farm, Barley Fields
6. Yander's Farm, Corn Fields
7. Rambling Meadows, Path
8. Rambling Meadows, Plateau
9. Rambling Meadows, Hilltop
10. The Toadwort
11. Glaise Cnoc
12. Barefoot Hill
13. Plains of Bone, Outer Circle
14. Plains of Bone, Virktoth's Path
15. Plains of Bone, Boneyard
16. Barley Field
17. Foothills
18. Briar Thicket
19. Neartofar Forest, Trail
20. Neartofor Forest, River
21. Neartofar Forest, Stockade
22. Lunule Weald, Slade
23. Lunule Weald, Perish Glen
24. Sorcerer's Isle

Some of the listed rooms use alternate rooms due to restrictions in place in the destination room. Here is a listing:

Target room | Alternate Room
Cavernhold | Foothills
Darkstone | Lower Dragonsclaw (Outside the path to the pool puddle)
Stronghold | Thanatoph, Hot Springs
Nelemar (No teleport in) | Outside Whirlpool
Wind Tunnel | Temple of Luukos, Altar
Glaes Tunnel | Teleport into V'Tull
Bonespear | Vornavian Coast, Forest Road
Vornavian Coast | Vornavian Coast, The HIlls
Vornavian Coast | Vornavian Coast, South Beach
Citadel Entrance | Citadel, Outside Gates
Black Moor | Yegharren Valley, Ravine's Edge
Wyneb | Masked Hills, Hairline Ridge
Griffin's Keen | Masked Hills, Hairline Ridge
Gyldemar Road, Black Water (Outside of OTF, pool)


Retser, SGM

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Rumor Woods
Message #: 588
Author: GS4-THANDIWE
Date: 06/21/2020 07:21 PM CDT
Subject: Re: Horse Travel Upgrade


You do not have to own a stall for fast travel. You can travel from any stable, inside of town, and from your stall (if owned).

Purchase the mount, purchase the upgrade, find a room in town. Good to go!

~*~ Thandiwe ~*~
ASGM of Events

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Rumor Woods
Message #: 620
Author: GS4-RETSER
Date: 06/23/2020 01:42 AM CDT
Subject: Rumor Woods: Mount Travel Updates


Hey everyone, a few changes are live effective immediately.

MOUNT TRAVEL HUNTING
This unlock has been reduced in cost from 50,000 to 25,000.
If you have already purchased the HUNTING unlock please ASSIST and we'll get you taken care of for the difference.

There are 3 new hunting ground options. These hunting grounds will have level requirements to use fast travel to. They also are exceptions to the normal rules of teleportation.
[Kanchoco Cave, Entry] - Required level 80 or higher.
[Top of the World, Aenatumgana] - Required level 66 or higher.
[West Woods, Tiny Cottage] - Required level 73 or higher.


MOUNT TRAVEL TOWN RETURN
This is a new command that will allow you to ride back to where you started your journey from with MOUNT TRAVEL TOWN. The RETURN command must be used within 24 hours of using your TRAVEL TOWN. It must also be used from the room you arrived in to return to whence you came.

Thanks to Haliste, Wyrom, and Estild for coming together on these changes.

Retser, SGM

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Rumor Woods
Message #: 643
Author: GS4-RETSER
Date: 06/25/2020 12:23 PM CDT
Subject: Re: Rumor Woods: Mount Travel Updates


Quick question: Does the cooldown reset at midnight, or is it 24 hours real-time? Also just want to reiterate again, fantastic changes - I purchased my town to town unlock yesterday! ~Land Pirate Maylan~

24 hours real-time from use.

Retser, SGM

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Rumor Woods
Message #: 678
Author: GS4-ESTILD
Date: 06/28/2020 02:29 PM CDT
Subject: Titles and Mounting in Combat


The limited run jousting titles (Serpentine Knight, Vermilion Knight, Virescent Knight, and Niveous Knight) requirements have been lowered from 1000 to 500 wins for each side.

You can now mount while in combat. This should allow you to immediately fast travel after a hunt without issue. You will still be dismounted if attacked or attacking though.

GameMaster Estild

Category: Paid Events: Adventurers, Quests, and SimuCoins
Topic: Rumor Woods
Message #: 683
Author: GS4-HALISTE
Date: 06/28/2020 09:19 PM CDT
Subject: Re: Mount QoL Brainstorming


>Thandiwe taught me via discord that INSPECT [PLAYER NAME] [MOUNT] should work for others to see the details of your mounts. But I do think a simple LOOK would be better. This is part of the reason I have held off on purchasing anything to fancify my turtle friend for now. ~Land Pirate Maylan~

>But I do think a simple LOOK would be better.

Agreed -- but that won't be able to be implemented. It's just not possible given all the things. I've inquired.

~ Haliste ~
SGM, Events
Auntie H, Forever

Category: Paid Events: Adventurers, Quests, and SimuCoins
Topic: Rumor Woods
Message #: 686
Author: GS4-HALISTE
Date: 06/29/2020 08:11 AM CDT
Subject: Re: Mount QoL Brainstorming


Horses should be able to eat stuff that meet criteria of being 1) food 2) foraged and 3) things that fall into the nouns of foods they can eat. I'll look at this if there seems to be issues with them not eating the things that they should be able to eat. Let me know if they're NOT eating things that they should.

~ Haliste ~
SGM, Events
Auntie H, Forever

Category: Paid Events: Adventurers, Quests, and SimuCoins
Topic: Rumor Woods
Message #: 709
Author: GS4-HALISTE
Date: 07/02/2020 12:08 PM CDT
Subject: Mount inventory limits


There was a bug that was allowing you to put more than the 10-item limit on (some) mounts. This was causing inventory to disappear! (Think of it as the last itee you put on the mount pushes off the first item because there's only room for 10 things!) This has been resolved. However...

Just because the limit is 10 items doesn't mean you will be able to have 10 items! Horse mounts have lots of inventory locations - tortoise mounts not so much. They only have: head (2), neck (1), front legs (2) and back legs (2), which means the most they will have (not included the leads) is 7.

In addition, there was another bug that allowed you to put more than the declared inventory limit (ie: 3 bracelets on the front legs), but this has also been squashed.

Let me know if you have any questions.

~ Haliste ~
SGM, Events
Auntie H, Forever

Category: Paid Events: Adventurers, Quests, and SimuCoins
Topic: Rumor Woods
Message #: 711
Author: GS4-HALISTE
Date: 07/02/2020
Subject: Reins/Leads and containers

To (hopefully) prevent some unintended loss of important information, I've implemented a few blocks to the summoning devices.

1) You cannot put a summoning device in a stall storage container or disk
2) If your mount is summoned, you should not be able to put your summoning device in containers that aren't worn (except for your locker). (So this will mean you can't put it in a cloak on the bench or something.)

Let me know if you notice any weird stuff with these updates.

~ Haliste ~
SGM, Events
Auntie H, Forever