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Deeper dungeons - Netzcaro - Is this expected? #177

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GoogleCodeExporter opened this issue Aug 17, 2015 · 7 comments · Fixed by #2854
Closed

Deeper dungeons - Netzcaro - Is this expected? #177

GoogleCodeExporter opened this issue Aug 17, 2015 · 7 comments · Fixed by #2854

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@GoogleCodeExporter
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Netzcaro is a level in the Deeper dungeons expansion.

In this level there is a road with unclaimed land and unclaimed bridges; around 
the road there are lava and lots of arches harassing your imps.

Initially you can´t build bridges.

At the end of the road is a unclaimed square with 4 smokes and a jar.

In the moment that one of your creatures step in this square you can start 
building your own bridges.

The question is; Was intended that you only need to steep in that square? or 
was expected that you can not build bridges until you have claimed that square?

I´m using: Nighty build 0_4_3_883

In scr00146 the game yet is telling me the intro of the level (I can´t build 
bridges)
in scr00147 I just stepped with a creature (or dropper an imp) and the game is 
telling me that I can now build bridges. (and I really can build bridges)

I can attach a savegame before step the square.

Original issue reported on code.google.com by tempri2...@gmail.com on 3 Dec 2013 at 11:40

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@GoogleCodeExporter
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I think if the mapmaker intended to give player the bridge when claimed, he 
would do so - there is a script command which allows that - 
IF(PLAYER0,BRIDGE>0).

Original comment by mefistotelis on 23 Mar 2015 at 9:20

  • Changed state: WontFix
  • Added labels: Priority-Low
  • Removed labels: Priority-Medium

@GoogleCodeExporter
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You misunderstand. It is not about claiming the bridge, but about claiming a 
specific piece of path. This area is well guarded and the tile has smoke pots 
to indicate it is special.

Everything about it indicates that you have to fight your way to the smoke 
pots. But you can easily get around this by dropping an imp on the unclaimed 
path and as such trigger the action point on it. Or use a fast creature and run 
past the guard to trigger the action point.

I do believe the mapmakers intended for the player to claim this square to gain 
the power, but as there is no way to accomplish that they kept it like it is 
now. On the first playthrough the player will most likely not use the exploit 
anyway.

It stands to reason to update the map once a script command has been introduced 
with which to check if a certain tile belongs to a certain player.

Original comment by Loobinex on 23 Mar 2015 at 9:39

  • Changed state: New

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@GoogleCodeExporter
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I remember in original game i could drop imp into that thing and get bridges i 
guess it's fine(or bug?)

Original comment by morfi...@gmail.com on 6 Apr 2015 at 4:23

Loobinex added a commit to Loobinex/keeperfx-unofficial that referenced this issue Jul 22, 2016
Fixed map to no longer allow player to drop creature into action point.
dkfans/keeperfx#177

Also viewpoint change on objective message.
@Loobinex
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It's still possible to cheat by using possession, but in the meantime this is an improved map:
map00091_177.zip

For a proper fix a check is needed if a certain slab is claimed or not.

@Loobinex
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Loobinex commented Sep 1, 2020

Fixing this properly is now possible with the "IF_SLAB_OWNER" level script command.

@walt253
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walt253 commented Dec 21, 2023

Fixing this properly is now possible with the "IF_SLAB_OWNER" level script command.

Have you done it or forgot about it? 🤔

@Loobinex
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Fixing this properly is now possible with the "IF_SLAB_OWNER" level script command.

Have you done it or forgot about it? 🤔

I forgot about it. I am also not sure if that map I attached is now bundled.

Loobinex added a commit that referenced this issue Dec 21, 2023
Loobinex added a commit that referenced this issue Dec 22, 2023
comes with new binaries
Fixes #177

Also made it possible to use tooltip ID 201 to get no tooltip.
Loobinex added a commit to eddebaby/keeperfx that referenced this issue Dec 22, 2023
commit 7402f52
Author: demonds1 <5588971+demonds1@users.noreply.github.com>
Date:   Fri Dec 22 03:12:28 2023 -0800

    adding null terminator for sanity

commit c5bb194
Merge: 36599c4 5b80682
Author: demonds1 <demonds1@users.noreply.github.com>
Date:   Fri Dec 22 02:56:52 2023 -0800

    Merge branch 'dkfans:master' into func_test__dreaming_of_bridges_tonight

commit 36599c4
Author: demonds1 <5588971+demonds1@users.noreply.github.com>
Date:   Fri Dec 22 02:46:29 2023 -0800

    - exposed take_screenshot and added to test
    - set frame_skip to 0 when bridge detected, so map screenshot is correct

commit 5b80682
Author: Loobinex <Loobinex@users.noreply.github.com>
Date:   Fri Dec 22 11:43:11 2023 +0100

    Netzcaro: No fancy purple potion, use slab owner instead

commit 3cb5e96
Author: demonds1 <5588971+demonds1@users.noreply.github.com>
Date:   Fri Dec 22 01:41:34 2023 -0800

    now digs tiles to open / claim portal

commit ab3e4af
Author: demonds1 <5588971+demonds1@users.noreply.github.com>
Date:   Fri Dec 22 00:42:32 2023 -0800

    New functional test to determine if bridges are showing up more or less on different alpha builds.
    - `bug_ai_bridge` (see [ftest_bug_ai_bridge.h](./tests/ftest_bug_ai_bridge.h) [ftest_bug_ai_bridge.c](./tests/ftest_bug_ai_bridge.c)  )

    This test does the following:
    1. reveals the map
    2. nerfs the three good heroes on the center of the map to level 1 and 1hp (uses array of subtile coords to find the things on slabs)
    3. moves the camera to the bridge area
    4. marks the area that will be checked for bridges, so it shows visually on slabs (users can easily see where it will check for bridges)
    5. checks for bridges, exits test early when found, or times out using variable `end_test_after_n_turns` (default 35000 game turns, which seems like a good value to find bridges)
    6. opens the map on game turn 20 (for convenience to see what the AI are doing)
    7. upon test exit, reports the stats to keeperfx.log, increments game seed (if provided seed wasn't 0)

    Example from end of keeperfx.log:
    ```
    FTest: [35000] ftest_bug_ai_bridge__report_stats_and_increment_seed: test_runs: 8
    FTest: [35000] ftest_bug_ai_bridge__report_stats_and_increment_seed: test_runs_with_bridges: 2 (25.00%)
    FTest: [35000] ftest_bug_ai_bridge__report_stats_and_increment_seed: test_runs_without_bridges: 6 (75.00%)
    FTest: [35000] ftest_bug_ai_bridge__report_stats_and_increment_seed: seed 8
    ```

commit 8484632
Author: Loobinex <Loobinex@users.noreply.github.com>
Date:   Fri Dec 22 01:39:02 2023 +0100

    Netzcaro: Purple potion must be picked up for bridge (dkfans#2854)

    comes with new binaries
    Fixes dkfans#177

    Also made it possible to use tooltip ID 201 to get no tooltip.

commit 13d9ddf
Author: Pieter Vandecandelaere <pieter00@gmail.com>
Date:   Thu Dec 21 21:20:02 2023 +0100

    Add map specific cfg to pkg (dkfans#2857)

commit e3911ac
Author: Loobinex <Loobinex@users.noreply.github.com>
Date:   Thu Dec 21 03:06:14 2023 +0100

    Disabled objective eyes in Revenge of the Lord (dkfans#2852)

    They always pointed to the player heart, this is not correct. Also fixed one objective not displaying

commit 9442bdd
Author: eddebaby <ed_j_kearney@yahoo.co.uk>
Date:   Wed Dec 20 17:08:19 2023 +0000

    Added flag refactor line missed in previous commit (dkfans#2851)
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3 participants