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[Not a bug] CSB Neta giggler trap somehow doesn't work

Posted: Mon Jun 05, 2006 12:24 pm
by Lunever
At Enc. z03/x20/y29 (RTCEd L15,23,3) normally a wall opens to give way for a giggler to be teleported there from a near tile, that will run into the teleporters after stealing. Yet, in RTC the wall stayed closed and solid, but the giggler seemed to have been teleported inside the wall anyway and "attacked" from inside the wall. It was not possible to get into the teleporter room (which I remember to be possible in original CSB).

Posted: Mon Jun 05, 2006 9:03 pm
by George Gilbert
Well, this works for me in RTC too...I think you must be recalling how the trap operates wrongly (or at least, failing to operate the RTC version in the same way!).

For me, the wall doesn't stay closed and I can get into that room...what *exactly* do you think is wrong about the trap?

If you can give a precise description of how the original worked and how the RTC version differs I'll be able to change it, but at the moment, as far as I can see, RTC works correctly (specifically currently, the wall does open, the giggler steals and runs away into the teleporter and the party can go and follow it!).

Posted: Mon Jun 05, 2006 10:30 pm
by Lunever
This may be some problem solved by another bugfix in your current work - the problem here is, as I said, the wall does not open, it stays closed, but the giggler is in the wall square anyway. If the wall does not stay closed in your latest version it may be that this issue already has been fixed. If in my next CSB game this problem should reoccur, I will post it again, if not we can consider this fixed for 39.

Posted: Mon Jun 05, 2006 10:45 pm
by beowuuf
Out of interest what import rating are you playing under? Is this a fast monster issue?

Posted: Mon Jun 05, 2006 11:19 pm
by Lunever
I think it was adept. Since George has corrected monster speed adaption though I don't think it's a speed issue.

Posted: Mon Jun 05, 2006 11:20 pm
by Lunever
PS: Especially since the wall is supposed to stay open once the giggler has left.

Posted: Mon Jun 05, 2006 11:42 pm
by George Gilbert
Lunever wrote:PS: Especially since the wall is supposed to stay upon once the giggler has left.
Ah ha - that might be it.

In RTC the wall is only open when the party is facing south; what does the original game do?

Posted: Tue Jun 06, 2006 8:31 am
by Lunever
Right, that might a mistake from me then: I wasn't facing south, probably because I'm certain that in some old RTC version I could walk in there without facing south. I will try if that has been the cause. But, even if that should have been my mistake, I think a giggler or any other monster should not be inside a solid wall, in that case either the monster or the wall should be queued. When I made a melee attack against that giggling solid wall the dying gigglers smoke cloud was drawn over the solid wall, which looked rather strange.

Posted: Tue Jun 06, 2006 9:17 am
by beowuuf
This is DM behaviour, having a monster in a wall, and I personally don't want that disabled!

RTC drawing routing does look strange sometimes, like having explosions or clouds in a solid wall, but then you can also have some cool effects (Explosion in alcove) that stopping this would also remove

Posted: Tue Jun 06, 2006 4:01 pm
by Lunever
Ok, right then:

1) The mistake was mine, the room is accessible for me too if I'm facing south.

2) I still suggest to queue walls on tiles occupied by monstes; I remember that a long time ago when playing FTL-PC-DM I opened the passage from the winged keyhole to the dragon's den by pulling the lever; but the dragon already had moved in; I hoped that the wall would crush him but he just stood there, and after my party had to retreat the dragon followed inside the passage, and the wall behind him closed. This makes me think that queuing walls is pretty DM-behaviour.