In FTL/DM2, the teleporter critters could not occupy the same square as a porter/scout minion, lamp, or mirror. (OK, tables were probably excluded too - I never tried one.)
I built a wall from the mirrorpuzzle over the quad pit puzzle. That isn't possible in 0.42.
[Fixed for V0.43] Teleport critters can walk thru mirrors
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After solving the mirror puzzle ...
Grap a mirror and push it into the teleporter's area. Wait till they move away and then push it one more. Go back and get another mirror. Push it likewise but use your "Push/left" (which doesn't work). Now you can step into the NW-most square and the teleport's can't reach you.
When they're away, use Push-Right on the second mirror. Go back and get a third mirror. Push it into the room, Push-Left, Push and now you have two safe squares.
Repeat.. You can build a mice safe path along the north wall.
When you run out of mirrors, break the door open and start using tables and lamps.
You can now continue the wall and safe corridor down the east wall.
Occasional saves recommended.
I think you could get close in RTC by having triggers in the haze room that activate pillars in the theives' room. You do have a floor trigger for movable obstacles - don't you?
Grap a mirror and push it into the teleporter's area. Wait till they move away and then push it one more. Go back and get another mirror. Push it likewise but use your "Push/left" (which doesn't work). Now you can step into the NW-most square and the teleport's can't reach you.
When they're away, use Push-Right on the second mirror. Go back and get a third mirror. Push it into the room, Push-Left, Push and now you have two safe squares.
Repeat.. You can build a mice safe path along the north wall.
When you run out of mirrors, break the door open and start using tables and lamps.
You can now continue the wall and safe corridor down the east wall.
Occasional saves recommended.
I think you could get close in RTC by having triggers in the haze room that activate pillars in the theives' room. You do have a floor trigger for movable obstacles - don't you?
I don't see why you'd want to do this though as the teleporters are avoidable enough, and don't teleport you too far away. I guess it will need to be an engine difference for now. I'm not saying it's not a very creative solution to that room!
Totally OT, but i have forgotten the point of the four pit puzzle...why would you want to get to the fourth pit?
Totally OT, but i have forgotten the point of the four pit puzzle...why would you want to get to the fourth pit?
- George Gilbert
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What billgus is describing here (or actually in any of the other bugs reported) is nothing to do with the engine; merely differences in the DM-II dungeon that can be corrected by changing the DMII.txt file.Lunever wrote:A creative solution indeed - one upon which a couple of custom puzzles might be based, if this should be implemented.
I.e. you can do it yourself in other dungeons already.
- George Gilbert
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