[Bugfix] Durlag's Tower Level 3 - No teleportation to Chess room
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Member Posts: 100
CURRENT BEHAVIOUR
Occasionally (as confirmed by various other forums) killing all the unique enemies in the four challenge rooms (Fire, Swamp, Rock/Air?, Ice) does not teleport CHARNAME & party to the chess room. Loading the autosave at the beginning of the floor can sometimes fix this. I believe it has to do with the unique properties of the enemies (i.e. in the Fire room, enemies spawning each time the woman fires an arrow/fireball).
EXPECTED BEHAVIOUR
Once all unique enemies are killed in the four challenge rooms, CHARNAME & party are automically teleported to Chess room on the far end of the chess board.
Occasionally (as confirmed by various other forums) killing all the unique enemies in the four challenge rooms (Fire, Swamp, Rock/Air?, Ice) does not teleport CHARNAME & party to the chess room. Loading the autosave at the beginning of the floor can sometimes fix this. I believe it has to do with the unique properties of the enemies (i.e. in the Fire room, enemies spawning each time the woman fires an arrow/fireball).
EXPECTED BEHAVIOUR
Once all unique enemies are killed in the four challenge rooms, CHARNAME & party are automically teleported to Chess room on the far end of the chess board.
Post edited by Balquo on
8
Comments
Or it could be the fire room... *shrugs* If it's not the fire room problem, check the air next. :-)
Since the programming for each encounter was unique to an extent, it introduced some unintentional bugs (from my basic understanding).
For me the problem was the Slime in the Swamp room. It normally needs to be killed with Fire or Ice, I don't remember which one was needed.
There is also a Flag showing if killed correctly and only if this is active you will be ported.
So perhaps it shouldn't be needed to kill it in this way, or it should always respawn if not killed correctly.
OR: get rid of the invisible stalkers from the Air room.
I still think that if each aspect dropped one gem of sorts and if the game checked for those, it would have been a far better solution, but still, that's just my point of view. If you can, let me know
CLUAConsole:SetGlobal("DMWWFissionBurn","GLOBAL",1) solved the problem. If you kill the fission without fire you´re stuck in Durlag´s Tower.