ryani wrote:
This hold is pretty fun, but I've run into a few problems:
1) DROD crashes in 2nd interlude 2S after the mimic and I hit an antlion nest at the same time; the following lines in my .err file seem to be related to this crash:
Assertion error in line 2950 of .\DbRooms.cpp: "pMonster->bAlive"
*** FIRST LOG IN SESSION 12/1/09 3:13AM ***
Assertion error in line 2950 of .\DbRooms.cpp: "pMonster->bAlive"
*** FIRST LOG IN SESSION 12/1/09 3:14AM ***
A lot of people have been reporting similar problems. I hope this issue can be worked out, but beyond that there's not much I can really do about this one.
2) It doesn't seem to be possible to complete the 2nd interlude if you didn't bring the grappling hook past the beginning. There are no inventory squares once you pass the force arrows at the start of the level, and it seems like the hook is required for 3S1W. Am I missing something?
The grappling hook is not required to "
complete"
Second Interlude 3S1W. You do bring up a good point in that I should think about the player's ability to have travel-based accessories in this level.
3) I am worried that I am going to have to start level 6 over again. I locked myself in at 1N2W in order to get the green key, with the idea that if I had enough health to last until the end of the level, I'd find another way out (such as through the "mechanical doors" in the goblin level). But no such way has presented itself. Unless there is a way out past the interlude (which I cannot currently complete), I am trapped. Is there a secret exit I am missing?
Yes, unfortunately you are trapped; 1N2W is the only way in or out of that base. In the next update I will add a similarly triggered exit door leading to 1N1W so triggering the pressure plate seals both entrances, trapping the player in the room and letting him know he messed up. Finding out that you're trapped that late in is cruel.
4) I couldn't solve the trapdoor puzzle leading to the hook. Usually I am pretty good at these types of puzzles, but I just gave up on this one and used a key.
I don't think anything is required besides my assurance that the puzzle is solvable, and you can save a yellow key if you solve the puzzle.
5) Some of the sworded enemies don't seem to hit me if I hit them on the same turn. In particular, hitting the goblin captains from a diagonal seems to work. Is this intended? Also, in the "point of resistance" room, I was able to step on two swords and hit one of the targets without taking any additional sword damage.
This is related to a bug in currently released RPG builds where characters that don't start with swords, but are given swords (for example, wubbas, goblins or Citizens) won't damage the player when he steps on their swords, like with Guards or Swordsmen.
The Goblin Commanders deliberately have their sword safe to player, but attack in front like eyes. This has the effect of giving the player the first hit if they attack the goblin commander on the same turn as stepping on their sword, but if the player steps next to them without stabbing them on the same turn, then he suffers sword damage as though they were a sworded character. This behavior should be preserved when the aforementioned bug is fixed. This behavior is supposed to represent the player being a better swordfighter than the Goblin Commanders.
The various sworded Citizens do not currently cause sword-impalement damage, due to the bug, and so they currently behave like normal monsters when the player stabs them and gets the first hit. When the bug is fixed, they should get an extra hit by sword-impalement, and I want this to be the architect-intended behavior. The reason I haven't made these people just attack first or give them attack in front behavior is that when the bug is fixed, they would effectively get two free hits(one from a sword, one from attacking first) to start out, and just moving next to them without stabbing them would also let them get two free hits rather than one (one from the sword, one from attacking in front). I would like such enemies to get one free attack, not two.
(I know this is confusing, but the gist of all of this is that the Goblin Commanders' behavior is intended, and currently if you find yourself facing a Citizen who is facing towards you and has a sword, it would be a courtesy to just fight them by running into them and letting them get a free hit. When the published versions fix the impalement bug, then I'll redo some of the monster properties and the boss fight at the end of level 6 should work better.)
6) Maybe I don't understand how it works, but the belt buckle doesn't seem to work. I didn't get any additional DEF from it. Perhaps I didn't understand how it works? Afterwards, I decided not to get it; it costs a lot of hp.
The Belt Buckler is supposed to make the player take 10 fewer damage from every fight he gets into when it is equipped. This is not the same as having 10 extra DEF, since the player is healed a maximum of 10 damage at the end of the fight only if he is still alive, and if the total damage is less than 10 then only that damage is healed (you can't get more hit points than you started with).
Lots of the puzzles have been interesting and difficult. I especially had trouble with (and liked) the mimic + rattlesnake puzzle in the first interlude.
Thanks for this hold! It's fun so far.
You're welcome. And thanks for your commentary; it's helpful.
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Despite my less-frequent visitations of this forum, I am still working on this hold, slowly, when I have spare time. I'm not going to lie, though, I wouldn't expect a new release before late January or the middle of February. A status report is that I am working on the areas just following where the current version cuts off.
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