Monument ShadowMUD


[08-09 00:46][Monk]Icewolfz: cause is failure is still a valid start so it does not 'stop'
[08-09 00:47][Monk]Icewolfz: granted it sitll may have some bugs
[08-09 00:50][Monk]Icewolfz: yeah i still think a minor issue in it
[08-09 00:54][Monk]Icewolfz: ok i think this fixe sit properly now
[08-09 00:54][Monk]Icewolfz: i make it change the type of delay it uses
[08-09 00:55][Monk]Icewolfz: hmm ok maybe that wont fix it
[08-09 00:56][Monk]Icewolfz: ok maybe it iwll coe looks simialr
[08-12 01:56][Monk]Icewolfz: as not ovler yeasy
[08-12 02:10][Monk]Icewolfz: trying to see if icna fix the layout real quick
[08-12 02:11][Monk]Fred: lets see if i can even remember where the hall is out here
[08-12 02:14][Monk]Icewolfz: ok i got it relaid out
[08-12 02:15][Monk]Icewolfz: its ousth of the main square
[08-12 02:15][Monk]Icewolfz: around 3 east of the mayers house
[08-12 02:15][Monk]Icewolfz: then south
[08-12 02:15][Monk]Icewolfz: about ot udpate it
[08-12 02:15][Monk]Fred: found it, waiting outside
[08-12 02:17][Monk]Icewolfz: hall udated will need ot remap
[08-12 02:17][Monk]Icewolfz: but it hsould now fit in th spot
[08-12 02:17][Monk]Icewolfz: i mad ethe gardne path go behide the builder
[08-12 02:17][Monk]Icewolfz: ok monk hall udpated in siva
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09:10, Lockday, Kortki 7, 170 AD.

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