FIXED: Coastal Palace smob

... post your favorite game bugs here for the coders' attention. Please, please, please, show the steps necessary to repeat the bug. Otherwise they can't be solved and they will be ignored...
Octavio
Posts: 290
Joined: Mon Mar 02, 2015 9:09 pm

FIXED: Coastal Palace smob

Postby Octavio » Mon Sep 03, 2018 3:07 pm

Just wondering if this is a mistake or not. Seems like a whole lot of mob to get through. Plus there were 3 more just north of them. That made a total of 19 mercenaries.

There were no other mobs in the area.

The Great Hall
The old fort's great hall was designed according to old siege and defense
plans, which have been effective through countless decades as the fort
still stands. Heavy stone walls rise several spans into the air, with a
narrow catwalk along the upper areas to allow access to archer slits that
allow limited views of the entire surrounding area. The western wall is
almost entirely fireplace, clearly designed for roasting large animals on
spits as well as providing warmth that would no doubt heat the entire fort.
Heavy tapestries line the walls, their colorful threads showing old battles
in vivid detail.
[ obvious exits: N E S ]
A mercenary bandit looks poised for violence.
A mercenary bandit looks poised for violence.
A mercenary bandit looks poised for violence.
A mercenary bandit looks poised for violence.
A mercenary bandit looks poised for violence.
A mercenary bandit looks poised for violence.
A mercenary bandit looks poised for violence.
A mercenary bandit looks poised for violence.
A mercenary bandit looks poised for violence.
A mercenary bandit looks poised for violence.
A mercenary bandit looks poised for violence.
A mercenary bandit looks poised for violence.
A mercenary bandit looks poised for violence.
A mercenary bandit looks poised for violence.
A mercenary bandit looks poised for violence.
A mercenary bandit looks poised for violence.

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