This is one that I wanted to mention many years ago, but for some reason I keep forgetting it:
Most liches in U7 TBG are generally locked up. In the original game, I vaguely recall these liches only being a problem once you unlock the door they're behind. You can leave the door locked and not have to worry about one teleporting in your face.
Am I remembering this wrong?
Exult behaviour is that they pretty much teleport right into your face if you get near one, regardless if they're locked up or not. This makes many areas in TBG a real pain in the rear since these guys are everywhere and generally kill you on sight.
Liches leaving their prisons
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Re: Liches leaving their prisons
can you give some good test cases (savegames *before* entering their "domain" and coordinates) so I can do some research?
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Re: Liches leaving their prisons
I don't have any save games before sweeping through the areas and already unlocked the doors, but a new game and teleporting to these locations should point out the problem:
52 N 28 E (in decimals: 1222, 0611, 00) (This one always spawns)
92 N 182 E (in decimals: 2758, 0210, 00) (This one always spawns)
107 S 184 E (in decimals: 2774, 2213, 00) (This one stays dead after killing it)
There sure are more liches, but they're not all behind locked doors. These are though.
52 N 28 E (in decimals: 1222, 0611, 00) (This one always spawns)
92 N 182 E (in decimals: 2758, 0210, 00) (This one always spawns)
107 S 184 E (in decimals: 2774, 2213, 00) (This one stays dead after killing it)
There sure are more liches, but they're not all behind locked doors. These are though.
Re: Liches leaving their prisons
I've looked into it and monsters shouldn't be able to teleport or summon something without line of sight. I wrote a quick fix that really needs a second opinion
https://github.com/exult/exult/issues/148
https://github.com/exult/exult/issues/148
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Read the documentation and the FAQ! There is no excuse for not reading them! RTFM
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Read the documentation and the FAQ! There is no excuse for not reading them! RTFM
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Re: Liches leaving their prisons
*cheers* Lock 'm up, throw away the key!
Funny how there are so many liches in TBG while Serpent Isle only has the one, Aram Dol, and even that one is introduced rather late, in the add-on.
It's like even Origin themselves thought them to be a bit overkill.
Funny how there are so many liches in TBG while Serpent Isle only has the one, Aram Dol, and even that one is introduced rather late, in the add-on.
It's like even Origin themselves thought them to be a bit overkill.
Re: Liches leaving their prisons
New snapshot with the fix is up.
This lead me to
- compare with the original and realize that the fire fields need a burn mark on the floor
- realize that the fire fields the liches create were off (crazy flashing flickering)
-> tried some code which Marzo did correctly
Which only made us realize that these fire fields were not cleaned up by a cache out. A situation we need to avoid as that is a source of crashes...
This lead me to
- compare with the original and realize that the fire fields need a burn mark on the floor
- realize that the fire fields the liches create were off (crazy flashing flickering)
-> tried some code which Marzo did correctly
Which only made us realize that these fire fields were not cleaned up by a cache out. A situation we need to avoid as that is a source of crashes...
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Read the documentation and the FAQ! There is no excuse for not reading them! RTFM
Read the Rules!
We do not support Piracy/Abandonware/Warez!
Read the documentation and the FAQ! There is no excuse for not reading them! RTFM
Read the Rules!
We do not support Piracy/Abandonware/Warez!
Re: Liches leaving their prisons
Bug hunting seems like a whack-a-mole game to me: Squish one, two more pop out. I don't envy you guys.