I decided to try out the open beta patch of 5.1 and discovered an issue with undoing after script-handled teleportation-based movement.
The one-room hold I've attached here is an extremely experimental build inspired by that one fake let's play's "
Motorcycle"
. The idea is to have tokens that turn a "
motorcycle-like movement"
pattern on and off. This explodes things in the player's path, attempts to teleport the player 5 tiles forward, and if it sees that it can't, kills the player ("
crashes"
) up against the first obstruction. This room is a test room intended to show off a bunch of the features as well as test them, and it was working perfectly pre-patch.
Now, it appears to work fine going forward, but if I undo or restart the invisibility potions seem to "
deactivate"
themselves on the second run-through the room's steps, which causes every step after entering the mini-room in the center to be replaced with "
Beethro gets killed by a goblin"
. It's possible (with unlimited undo) to undo all the way back to before going in the mini-room, and I can see that on the move I stepped on the second invisibility potion it's acting like I
hadn't stepped on the first, but if I go back one more step it goes back to being like nothing was wrong. Also, sometimes (but not always?) pushing "
r"
to restart the room places Beethro back on the level entrance and where the potion is but behaves as if he hasn't drunk it (the potion's still there and he's still visible).
I was concerned this might be because of the invisibility potion being under the level entrance but that's never given me trouble by itself before, so it seems like there's something funky going on with re-playing the "
teleportation moves"
that kills off the invisibility too soon?
____________________________
109th Skywatcher
Here are some links to Things!
Click here to view the secret text
[Last edited by Xindaris at 01-16-2016 11:04 PM]