Azelf reports: Remove or rework the Haven Bel ... #4505
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1. kind/balancing
1. kind/breaking
1. kind/bug
1. kind/construction
1. kind/documentation
1. kind/enhancement
1. kind/griefing
1. kind/invalid
1. kind/meme
1. kind/node limit
1. kind/other
1. kind/protocol
2. prio/controversial
2. prio/critical
2. prio/elevated
2. prio/good first issue
2. prio/interesting
2. prio/low
3. source/art
3. source/client
3. source/engine
3. source/ingame
3. source/integration
3. source/lag
3. source/license
3. source/mod upstream
3. source/unknown
3. source/website
4. step/approved
4. step/at work
4. step/blocked
4. step/discussion
4. step/help wanted
4. step/needs confirmation
4. step/partially fixed
4. step/question
4. step/ready to deploy
4. step/ready to QA test
4. step/want approval
5. result/cannot reproduce
5. result/duplicate
5. result/fixed
5. result/maybe
5. result/wontfix
ugh/petz
ugh/QA main
ugh/QA NOK
ugh/QA OK
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Reference: your-land/bugtracker#4505
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Azelf reports a bug:
Player position:
Player look:
Player information:
Player meta:
Log identifier
Profiler save:
Status:
Teleport command:
Compass command:
How about the bell works like an
/announce
?In this case it would depend on the shout priv, but need a timeout so it can't be used too often.
Since Voice can now spawn its troops even within Havens, the bell should ring persistently as soon as this is reported, combined with a simultaneous message in the chat.
As far as I understand, Overseers can spawn a focues anywhere, as long as they can reach the place somehow.
High walls? no.
Behind walls? no.
flat protected area? yes.
over a small ditch? never witnessed
large ditch? no.