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A very irrelevant problem in the Zoo-level

Posted: Tue Jun 26, 2001 5:53 pm
by Big-J-Q
If you make a new adventure with four imported characters, you can't get into the zoo-area.

Are the monsters supposed to die in the zoo? I threw millions (almost) of 6th (what was the rune? OH?) level fireballs at a screamer, and still it yelled at me!

Beside, watching monsters in the zoo is dangerous, because someone can shoot you from behind. I suggest, if anyone is "ultra-keen", that additional walls should be constructed to protect the tourists!

Re: A very irrelevant problem in the Zoo-level

Posted: Wed Jun 27, 2001 2:38 pm
by George Gilbert
Each of the monsters have 99999 health; specifically to stop them being killed off in the crossfire!

Anyway, what do you mean "Are the monsters supposed to die in the zoo?". What kind of visitor are you...(don't answer that).

also....

Posted: Thu Jun 28, 2001 6:33 pm
by Zyx
I tried the Zoo with several archmasters: the game was set to "journeyman" level and the monsters multiplied.
But some of the monsters left their cages: they were in the middle of the visting room.
This may affect severely the traps designed in others dungeons, were monsters are not meant to escape their predefined zones.
I think you should multiply the monsters on the same tile, up to 4, and then boost their resistances and health after that.

Re: A very irrelevant problem in the Zoo-level

Posted: Thu Jun 28, 2001 8:40 pm
by beowuuf
lol, nice understatement 'some monsters left their cages'. I was surrounded pretty much straight away, so the zoo became unplayable (true, I too was doing the three archmaster trick).

I agree, I think multiple monsters might affect an otherwise well designed dungeon if they appear in the wrong places - so how does it work? Can you stop areas from spawning more creatures (there is never more than one chaos around in dm, so it must be doable...)

Re: A very irrelevant problem in the Zoo-level

Posted: Fri Jul 06, 2001 9:17 am
by George Gilbert
Fixed for V0.11