View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0009146 | Valley 1 | Suggestion - Room Ideas/Complaints | Aug 6, 2012 1:00 am | Aug 16, 2012 8:09 am | |
Reporter | Kalt | Assigned To | Chris_McElligottPark | ||
Status | feedback | Resolution | open | ||
Product Version | 1.200 (Post-Launch Series 2) | ||||
Summary | 0009146: T. rexes always try to move toward you even if you're invincible | ||||
Description | Monsters 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) | ||||
Tags | No tags attached. | ||||
Internal Weight | Fix Before Major Release | ||||
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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. |
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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). |
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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. |
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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. |
Date Modified | Username | Field | Change |
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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 |