Posted August 24, 2016 So lockpicking is bugged. woo. as for doors it nerfs the unlocking mechanic into the ground. (probably same for gates too, didnt check too closely if all issues are present there aswell) 1) Upon unlocking a door a 10min re-lock timer activates. (all goodie, intentional and working as intended, no issues). Basic stuff that lets lockpicking for doors "work" 2) If a enemy player walk through a unlocked (willingly unlocked or lockpicked) door a 1min timer is applied before re-locking occurs. 3) If you are offdeed and walk through a door owned by your kingdom and there is enemy presence then a set timer of 2min is applied. #2 & #3 doesn't check if #1 is active... in other words if another timer is already running. Thus whenever you unlock a door and something walk through it the timer can instantly loses 80-90% of its remaining time... leaving just a tiny 1-2 min timer. The fix is simple. #2 & #3 needs to have a if statement that checks if the current timer is less than the time it tries to apply. for devs: Spoiler 2 places to start Door.class under Server\Structures folder. Public Void CreatureMoved FenceGate.class under Server\Structures folder. Public Final Boolean addCreature setLockCounter is da devil! 2 Share this post Link to post Share on other sites
Posted August 24, 2016 Noted, thanks for the report Share this post Link to post Share on other sites
Posted August 24, 2016 What this means in pvp: You find a guy and try to pick a door to get to him, you succeed and go through, but now the door locks behind you in 1 minute instead of 10. Now you're trapped after 1 minute and need to pick your way back out when you shouldn't have to, because by picking the door it should've had a 10 minute unlocked period. 1 Share this post Link to post Share on other sites
Posted August 24, 2016 1 hour ago, Alexgopen said: What this means in pvp: You find a guy and try to pick a door to get to him, you succeed and go through, but now the door locks behind you in 1 minute instead of 10. Now you're trapped after 1 minute and need to pick your way back out when you shouldn't have to, because by picking the door it should've had a 10 minute unlocked period. off deed yes. This was reported ages ago. Not sure if it was just shrugged off or they don't know how to fix it. Share this post Link to post Share on other sites
Posted August 25, 2016 13 hours ago, TradingAlt said: Not sure if it was just shrugged off or they don't know how to fix it. All thats needed is IF-statements checking the current unlock time at the timer events. It's not rocket science. Share this post Link to post Share on other sites
Posted August 25, 2016 once devs are done patching the bug the following scenarios should be verified: Player A = Lockpicker Player B = Hostile house owner A lockpicks, B walks through the door offdeed with A in local A lockpicks, A walks through the door +same stuff but for gates. Share this post Link to post Share on other sites
Posted September 8, 2016 On 8/24/2016 at 3:38 PM, Zekezor said: So lockpicking is bugged. woo. This should be fixed with today's update. http://forum.wurmonline.com/index.php?/topic/145010-patch-notes-08sep16-combat-updates/ Please verify on live. Share this post Link to post Share on other sites
Posted September 8, 2016 Due to the ban we are not able to at this time 1 Share this post Link to post Share on other sites
Posted September 8, 2016 9 minutes ago, Rasu said: Due to the ban we are not able to at this time Absolutely, just when time and opportunity permits. I like to close things which were properly fixed in order to keep my sanity. Share this post Link to post Share on other sites