View Issue Details

IDProjectCategoryLast Update
0009146Valley 1Suggestion - Room Ideas/ComplaintsAug 16, 2012 8:09 am
ReporterKalt Assigned ToChris_McElligottPark  
Status feedbackResolutionopen 
Product Version1.200 (Post-Launch Series 2) 
Summary0009146: T. rexes always try to move toward you even if you're invincible
DescriptionMonsters can be placed where doors are, causing situations in which the player is unable to react to a dangerous situation.

Unfortunately, I'm not sure how to provide more repro information, since as far as I can tell the rooms / monster placement is randomly generated.

I suggest preventing monsters from being placed within a certain distance of doors in order to prevent situations the player can't react to.

(Note: I changed the name of this bug report. Its original title was 'Room Population: Prevent monsters from starting on doors', and the above description reflects this. The discussion below revealed that this isn't an issue, but what is an issue is that T.rexes can still "see" you if you're invincible.
- edit by Pyrrhic)
TagsNo tags attached.
Internal WeightFix Before Major Release

Activities

weelillad

Aug 6, 2012 2:24 am

reporter   ~0027403

When you first enter a room, you're invincible as long as you don't move. So, even if a monster spawns at the door, you can simply wait for it to move away first. Unless the monster does not move, but I haven't encountered any such monster yet.

lavacamorada

Aug 6, 2012 7:46 am

reporter   ~0027406

T. rexes always try to move toward you even if you're invincible. If one spawns on the door, it's going to stay on the door until you break invincibility and take damage (unless you have a shield handy).

tigersfan

Aug 6, 2012 12:18 pm

reporter   ~0027408

If that's true, then that's an issue w/ the T. Rex, not a room generation issue. The new-in-chunk-invincibility should be enough to protect players from this kind of thing.

Chris_McElligottPark

Aug 16, 2012 8:09 am

administrator   ~0027687

I can confirm at this point that rexes definitely do not see invincible players. That's something that is global code for all enemies anyhow, so was skeptical of one somehow bypassing that logic in a way that the others were not. But I checked out a rex using debug code and couldn't duplicate the issue in question.

For really large and blocking monsters like this, one of the best solutions is to use one of the teleport spells. Alternatively, with the rexes if you have spawned in them and you come out of invincibility, you'd just get shunted to the side anyway if they are blocking your exit completely. That's non-ideal because you take damage and have a small risk of getting trapped against a wall by the rex... but I can't think what else would make this any better at the moment.

Issue History

Date Modified Username Field Change
Aug 6, 2012 1:00 am Kalt New Issue
Aug 6, 2012 2:24 am weelillad Note Added: 0027403
Aug 6, 2012 7:46 am lavacamorada Note Added: 0027406
Aug 6, 2012 12:18 pm tigersfan Note Added: 0027408
Aug 6, 2012 12:19 pm tigersfan Internal Weight => Fix Before Major Release
Aug 6, 2012 12:19 pm tigersfan Assigned To => Chris_McElligottPark
Aug 6, 2012 12:19 pm tigersfan Status new => assigned
Aug 9, 2012 6:52 pm Pyrrhic Summary Room Population: Prevent monsters from starting on doors => T. rexes always try to move toward you even if you're invincible
Aug 9, 2012 6:54 pm Pyrrhic Description Updated
Aug 16, 2012 8:09 am Chris_McElligottPark Note Added: 0027687
Aug 16, 2012 8:09 am Chris_McElligottPark Status assigned => feedback