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[Bug report] Hangar can be entered without the proper key #98

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macce2 opened this issue Jul 20, 2023 · 6 comments
Open

[Bug report] Hangar can be entered without the proper key #98

macce2 opened this issue Jul 20, 2023 · 6 comments
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1.20 bug Something isn't working
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@macce2
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macce2 commented Jul 20, 2023

I was able to enter the hangar on temple of Brotherhood
without the (hangar- ?!) key;
by using the Jump spell (Leonaria cast; in my case).
I could repeat the case.
Tested on classic Amiga 4000 OS3.9 060 system,
playing Ambermoon Advanced v1.03 English.

@macce2
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macce2 commented Oct 14, 2023

Ok I found the following during my gameplay of AA :

After entering the Lyramion hangar once With the proper key,
and flying to the Forest moon, spending some time there;
flying to the Morag, questing there, and returning to
Lyramion with Airship - The Hangar door is Locked Again
and thus cannot be passed without Jump spell
(if your party happens to have someone who is able to
cast it; else youre stuck !) ... No key.

Unfortunately, there seemed to also be a problem with the automapping
feature at this part of the game; to me more precise, the mapping
seemed to have partly forgotten my last visit to the Temple of
Brotherhood; the western room and tunnel to the south
(leading to the priest chambers) had disappeared from the map !
The guards etc. were all there again; although my party
had killed them before (I assume those guards should not re-appear ?).

Additionally, there was similar automapping problem with
the Airship. I recall that occurring before.
(Having once completely investigated the ship; the automapping
doesn't show the whole area of the ship when you re-enter it
later.)
However, the chests located there appeared close, as expected;
having opened those before.

@macce2
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macce2 commented Oct 15, 2023

Ok, I found out during my gameplay (AA) that the Hangar key
and S'Orel News item did re-appear in the chest
(Chambers of the Head priest).
I Had found and taken those items before.

I think this is a bug.
However, regarding the magical guards re-appearing;
Im not 100 % sure because I can't remember exactly
whether I killed them all before (!?); I do recall
fleeing some of them, but not all of them.

@macce2
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macce2 commented Oct 26, 2023

Strange.. The Hangar door did be open, when entering it the third time,
and seemed to remain open so far.
So it turned out that I had to collect the key two times instead of
(the assumed) one time. (!?)
( I tried to play this part "normally", Not using the Jump spell)

Additionally, the automapping feature did work this time as it should;
remembering also my party's visit to the both "side rooms" of
the building.

@macce2
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macce2 commented Feb 18, 2024

Somehow this problem re-appeared;
I suspect using the jump spell with the hangar door
might lead to some memory corruption (and partly corrupt save files..?!?) .

@Pyrdacor
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I finally tested this (at least on the PC version). And I think this is a general problem that you can skip doors with the jump spell.

A bit of context: 3D doors itself are non-blocking tiles. But the door event normally triggers and so you can't proceed. However nothing prevents you from jumping over a non-blocking tile.

I could easily fix this in the PC version but for the Amiga version this might be a bit trickier. I will investigate.
This also affects the original game versions!

@Pyrdacor
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Same works in the Newlake bib to skip the bookshelf door.

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