Now, two disclaimers:
1. I'm not using the patch.
and
2. This may be intended?
If you use a speed potion, then step on a length 1 fuse + bomb combination, the number of turns it takes to explode varies.
If you stepped onto the fuse while you were on a clock tick, it takes 3 turns, but if you stepped onto the fuse while between clock ticks, it takes 4 turns.
In other words, even if you light a fuse during your extra turn, it takes half a tick longer to burn, which seems somehow inconsistent. (And could be potentially used to create timing puzzles of an excessively unintuitive sort). However, it does keep fuses and bomb synchronized with monster action, so I can see how this could go either way. Either way, just thought it should at least be mentioned.
EDIT: In PH 3N1W, this allows a solution which is likely unintended.
Click here to view the secret text
×The extra half tick lets you escape from the bombs by moving horizontally, otherwise you can only escape vertically. This at the very least makes it MUCH easier to solve the room with 3 bombs instead of all 4, though I suppose it might be possible anyway.
And yes, this is the room I noticed this behavior because of.
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"
Now I will repeatedly apply the happy-face rule"
[Last edited by Beef Row at 05-08-2007 05:56 AM]