anchor.diff:  
   
     void failedQuestDeadRecipient(Element div) {
  +      session.logger.info("AB: The mail went through, but to a corpse. Does ${gameEntity.name} ever stop delivering?");
  +
         DivElement ret = new DivElement();
         ret.setInnerHtml("The ${gameEntity.htmlTitle()} suddenly stops, dead in their tracks. They stare down at the dead ${recipient.htmlTitle()}. It is with a heavy heart they place the ${package} on them, respectfully. The Mail did Not Fail, but nor did it win this day.");
         div.append(ret);
  
positive.code:   }
  
    void bullshitDeteor(Element div) {
        Land currentLand = findLandToBeOn();
        Land detour = findLandToBeOn(currentLand);
        List<String> frustrations = <String>["Of course.","For fucks sake.","Why don't they just let the mail go through!?","The ${gameEntity.htmlTitle()} tries not to get too frustrated."];
  
negative.code:   @override
    bool trigger(List<Player> playerList) {
        //should have a REALLY high chance of triggering. The MAIL is important.
        if(session.rand.nextDouble() > .01) return true;
        return false;
    }
  }