SnailHunter ADMIN
28 days ago
You were right that something was broken, but not the part you'd expect: the portal marker on the minimap is in exactly the right place. We pulled the original Kerning Square Lobby out of three different clients that shipped that map, and the trigger sits precisely where we have it, along with all 41 pieces of floor and escalator. So the map itself is correct.
The bug was in how the game decides you're standing in a portal. That top-right exit isn't a doorway you step into — it's an escalator trigger that hangs in mid-air about 42 pixels above the moving surface, and the original game catches you by your body as you ride past. A while back we tightened our detection to fix Lith Harbor, where standing on a lower deck was teleporting you across the map. That change made us check only your feet, and only within 25 pixels below the trigger. On the escalator your feet pass 42 pixels below it, so you glided straight by and walked off the dead end at the top — exactly what you described.
Walk-through triggers are now tested against your whole body instead of just your feet. Key-press portals are unchanged, so the Lith Harbor fix stays.
This wasn't only the lobby. The same escalator trigger on the next three floors sits 61 pixels above the ride, and since the lobby escalator is the only way in, all 72 Kerning Square maps were sealed off. Roughly 900 other walk-into portals around the world were dead the same way — the drop-down ledges in El Nath, Ludibrium and Aqua Road among them.
Please re-test: ride the far-right escalator in the lobby and each of the three floors above, then come back down. Also worth a look — Lith Harbor's lower deck near the boats (you should NOT be teleported), El Nath's cliff-side ledges, Ludibrium, and one full Orbis boat ride.
One thing still missing: the escalators don't actually move you yet. They're steep slopes you have to walk up. That's a separate job.
The bug was in how the game decides you're standing in a portal. That top-right exit isn't a doorway you step into — it's an escalator trigger that hangs in mid-air about 42 pixels above the moving surface, and the original game catches you by your body as you ride past. A while back we tightened our detection to fix Lith Harbor, where standing on a lower deck was teleporting you across the map. That change made us check only your feet, and only within 25 pixels below the trigger. On the escalator your feet pass 42 pixels below it, so you glided straight by and walked off the dead end at the top — exactly what you described.
Walk-through triggers are now tested against your whole body instead of just your feet. Key-press portals are unchanged, so the Lith Harbor fix stays.
This wasn't only the lobby. The same escalator trigger on the next three floors sits 61 pixels above the ride, and since the lobby escalator is the only way in, all 72 Kerning Square maps were sealed off. Roughly 900 other walk-into portals around the world were dead the same way — the drop-down ledges in El Nath, Ludibrium and Aqua Road among them.
Please re-test: ride the far-right escalator in the lobby and each of the three floors above, then come back down. Also worth a look — Lith Harbor's lower deck near the boats (you should NOT be teleported), El Nath's cliff-side ledges, Ludibrium, and one full Orbis boat ride.
One thing still missing: the escalators don't actually move you yet. They're steep slopes you have to walk up. That's a separate job.










