Yes, I do still have saved copies of pre-Draconis ST1 and ST2...
Not that I retained my player.cfg with unsubmitted Legend in ST1 (never got Ultimate back then), but that's OK, it's been ages anyway, so might as well replay.
Returned to these games some time ago and managed to get pretty far with hard mode in ST2, but Devilish Puzzles is
not going well because of the 3x4 rock formation that I can't get past. The weird part, though, is that I
can get past it if I remake that section of the level in the editor, which makes me feel like this isn't actually my fault, but a bug that never got fixed.
Due to how rocks roll in this game, if
Click here to view the secret text
×you start at top right corner, go all the way down and then quickly right, this happens:
OOO OO O
OOO OO O
OOO -> OO O
OOO OOO
At this point, in the editor the top two rocks in column 2 both roll to the right (top, then bottom) in a similar "
stack roll"
formation, allowing the last rock to fall. However,
in the level, only the top rock from column 2 rolls. This means the last rock never rolls away and I get no passage.
Interestingly,
occasionally even the first step might not work as expected within the level, whereas it seems to work always when this part is recreated in the editor. It's not about how you prepare the previous parts of the puzzle (do you have enough space and such), the rocks literally do not roll in a consistent manner between the editor and the level, and occasionally even within the level itself.
My current theory is that this sort of "
stack roll"
mechanic requires very accurate roll timing (down to a single frame) and if something interrupts this process it may not work as expected. There are three enemies elsewhere in the level, and I can theoretically envision them having some impact on the move timings, but if that's the case, we're having some Don't Try This At Home kind of nonsense, except
by accident (and a lot worse). I *did* try shouting at the enemies to change how they move, but so far it hasn't helped.
My questions are:
1) Is this really a bug, or is there some subtle-yet-logical reason why the same exact moves would produce different results in editor/level?
2) Is there any alternate solution that's actually consistent from a player's perspective or am I just supposed to keep ramming at it until the physics engine randomly cooperates? (Considering that I'm not the only person who had trouble here, and one of the only descriptions mentioned "
running along the top"
and/or "
just running fast and having it all sort of fall into place"
, there might not actually be a consistent strategy. Of course an existing successful demo will always work due to always having the same timing for all objects, but we can't exactly rely on such strict and inscrutable timings "
just working out"
.)
3. Was 1.4 the last version of ST2, or am I missing a later one that would've coincidentally fixed this?
P.S. One more "
I think this is a bug"
bit: in regards to Eye Queue Tree, I'm
pretty sure that a Roman mile
Click here to view the secret text
×is not supposed to be 1.2 kilometers, yet this incorrect answer is the only accepted one for hard mode.
Caught me very off-guard.
EDIT: Spoilered a bit (should've done this earlier) and had a PM exchange with slackaxeable (one of the only people still playing the game) and confirmed the issue really exists and
may have sth to do with specific timings. It's not just me, my idea for the solution is right, and the rocks really just don't cooperate most of the time, you have to basically get lucky. Frustrating, but The Stew Boy can be proud for setting up a completely new, never-before-seen human RNG system,
by accident.
[Last edited by Muzozavr at 10-07-2024 07:15 AM]