Mount System/saved posts

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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