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DM level differences

Posted: Wed Mar 21, 2001 12:44 am
by beowuuf
On level 4 (You will regret this) the mummy pressure pads only activated once then was dead. Now they toggle, so a worm can go and close the door and itself back in...

On level 5 the hidden ven bomb area passed the pits (sorry if that's a spoiler to new people) didn't block the coatl and he had gone. In DM it didn't move until the party showed the walls were false.

On level 6 (The Riddle Room), the iron key alcove was visible and accessable when only at most one object was used (maybe right away). I used three objects and couldn't get the door to open.

All throughout the game invisible pressure pads are being clicked by creatures and the party that don't seem to be from anything...maybe monster generators?

Right, last post from me...

Re: DM level differences - door bug

Posted: Wed Mar 21, 2001 1:17 am
by beowuuf
One last thing...
Level 5 (though it will be applicable to all) if you press the hidden button befroe the iron grating with the tiny mace room...you can actually run fast enough to block the door with the party when closing it again (couldn't in DM, only being on the adjacent tile let you get into a door), receiving no damage. When you move out the door is closed...so you can trap yourself...

Re: DM level differences

Posted: Wed Mar 21, 2001 7:25 pm
by beowuuf
Level 9, "what is underfoot" - the pads only activate from characters now, and it uses double fireballs. Given how lethal spells are and how slow priests gain levels, I can't gain enough protection from this for the back guys to not die instantly. This is fair major for gameplay, as i'll have to spoend ages with ninja levels or something : (

Level 6, after the riddle room - is there a monster blocker in the furthest teleorter/door/beholder room? If so it's blocking the wrong way. The beholder suddenly appeared behind me when I was facing off against it, fi it's not a teleporter thing then it soundslike a bug...

Level 6, the double teleorter bit - the door back agains should reopen when the solid key is used.

Level 8 - the double fireball might make it slightly nastier for parties...before it was only a single fireball.

Level 9, the second rat after the spinner/fountain/"when is rock..." - didn't drop any drumsticks.

Level 9, first room - the lightning bolt spell has the wrong rune (IR not KATH) so you can't cast it

Re: DM level differences

Posted: Wed Mar 21, 2001 7:57 pm
by Gambit37
Which version of the DM dungeon is RTC based on? There are many subtle differences between the ST, Amiga and PC versions of the dungeon. It appears to be based on the PC dungeon...

Re: DM level differences

Posted: Thu Mar 22, 2001 6:12 pm
by beowuuf
Level 11 - The Diamond Edge room only triggered additional poison clouds when characters stood on the invisible pads with the weapon. Now if you throw the weapon over them it also triggers (I was being poisoned at the time, so this one might need confirmation)

Level 11 - The eye for the ruby key didn't swallow the magnifier (though I won't miss it, useless thing : ) )

Lewel 11 - The coin activated alcoves instantly deleivered the first object into my hand when activated.

Re: DM level differences

Posted: Fri Mar 23, 2001 2:50 pm
by beowuuf
Level 7 - there are no runes in the ZOKATHRA spell scroll

Level 14 (MAJOR) - you cannot get the power gem as the only two scrolls that would give you KATH don't have the rune!

Level 14 - the door to the power gem room didn't look quite right (i don't know if this was part of the problem Gambit mentioned)

Level 12 (13) - the black flame in the area under the first invisible pit room didn't move or attack (the other on Level 13 are fine)

Level 12, cowards will be hunted down... - there seems to be an odd activation bug of the trap. Origina,lly it only activated when you walked off of the pads, but now it seems to randomly generate. I noticed it once when i was attacking an Oitu in a cerntral door and suddenly everything attacked, and again (in a replay) when turning to open the right hand door. The only similar circumstances seem to be that an Oitu was in a doorway while i weas turning round.

Level 12, same bit - the middle door is choppable, when it wasn't before.

Re: DM level differences

Posted: Sat Mar 24, 2001 8:38 pm
by beowuuf
Level 12, rotating pits - the pits sometimes don't drop a character down...maybe the pits shift faster than the checking for dropping, so only if it stays stationary that it lets them drop...?

Re: DM level differences (v0.07, level 4 and 6)

Posted: Fri Mar 30, 2001 4:32 pm
by beowuuf
properties: differences to dm
type: sound and puzzle operation
priority: first low, second minor

level 4 - the teleporter sounds for the last 8 worms being teleported...i don't rememebr hearing it waaaay back in the amiga days, and all you could hear was the sudden nasty noises of worms...

level 6 - a double cheking of an earlier report. Just now the iron key in the riddle room is instantly available, and it takes 4 itewms to get the door open. Before, 3 items got the door open, 4 got the iron key.

Re: DM level differences (v0.07, level 10)

Posted: Sun Apr 01, 2001 5:58 pm
by beowuuf
type: difference to DM
property: teleporter activation
priority: niggle

The teleporters in the 'deciever, smake' part only teleport the party, when in DM it teleporteed monsters back to the start too. This is actually good in that you can't use monsters to tell what is happening in the maze, thogh it does mean when you kill the skeletons their weapons so you can still guess...

Re: DM level differences (v0.07, level 6)

Posted: Sun Apr 01, 2001 6:07 pm
by beowuuf
type: difference to DM
property: choppablilty
priority: medium

The level 6 door that leads to the room with the crossbow (it's lever activated, has pads to close the door again, teleporter beside it) is choppable, which negates the basic puzzle!

In general most doors seem choppable in the game, though I haven't came across any at key doors yet that shouldn't be.

Re: DM level differences

Posted: Tue Apr 03, 2001 4:16 am
by beowuuf
Level 12, the shifting pits - clarification of the level 12 shifting pit problem. It's another collision detection bug. The pits only drop characters down them if the party walks into the pits, NOT if the pit moves into the party (so the party can stand on any of the four squares happily).

Level 10, around the zoooom room - there used to be a few beholders around this area, incase anyone got paranoid. It was always fun to see them get trapped in the zooooom puzzle.

Level 14 - you could close the secret entrance to the dragon rooms again, you can't in RTC

Level 12, cowards will be hunted down... - the grate doors are fireball sensitive, hen they weren't in DM.

Also, I think the pressure pad for this level is off - I'm sure it should be a walk off effect not a walk on effect (so you were commited to solving it when you stepped on, not springing it).

Re: DM level differences

Posted: Sun Apr 08, 2001 7:09 pm
by George Gilbert
Fixed for V0.08