Coding the Modron Maze?
Aquadrizzt
Member Posts: 1,069
in PST:EE Mods
Could the code used for the Modron Maze (e.g. randomly generated modular tiles) be used for something else? I can't seem to find any documentation on how the engine handles it anywhere.
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There are about three basic patterns, which changes during passing through the maze.
So it's stupidly difficult coding, but not random.
So if you generate this torment.maze and then start a new game and get to the maze it will be the same or regenerated? If it's regenerated does that mean if you load your other game, it will have the new maze?
The actual configuration is loaded from the torment.maze found in the save, so you can explore different mazes when loading different saves. There are actually many calls of GenerateModronMaze() in the game. I guess it's also called whenever you set the difficulty rate of the maze. However, I don't know how it affects the maps you have already explored (since they are also stored in the save).
I was lurking when I came upon this thread. I wanted to say that for a moment I thought you wanted to add a cheat to make the maze easier: in my 12+ playthroughs on the original version, I was never and I mean never able to reach the mage (final boss) inside that maze. I was only able to get nordom, so a plugin to make it easier would be appreciated.
This component is for the benefit of people who've now basically got the Watcher's Keep teleport maze memorized. It randomly rearranges the maze to one of three different alternative configurations. Don't install or reinstall this component while you're exploring the maze (before you enter it, or after you've left it, will be fine).