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 Post subject: Bugs with portal runes
PostPosted: Sun Mar 06, 2011 7:34 am 

Joined: Sun Mar 06, 2011 7:09 am
Posts: 8
Hello. I've discovered two bugs with portal runes.
Windows XP, game version 4.5.0

The first one isn't so important.
Portals can be created on the same spot, so it looks like you move to the portal rune but you don't get teleported.

And the second bug is much worse.

x - x x x
x o o . .
x x x x x

"x" is a wall, "o" is a portal rune, "-" is a locked door, "." is an empty floor spot.
So as you see it's a passage with two portal runes on the neighbour spots. When you enter the right portal and get teleported to the left one, you're captured and there is no way to escape is you have no keys, picklocks, skill that opens doors, or portal spell.


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 Post subject: Re: Bugs with portal runes
PostPosted: Sun Mar 06, 2011 11:59 pm 
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Joined: Tue Oct 13, 2009 12:06 am
Posts: 270
Yes, teleporters should not be created in a dead end.
Alternatively we may allow activating then with space key when standing on them.


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 Post subject: Re: Bugs with portal runes
PostPosted: Mon Mar 07, 2011 5:33 am 

Joined: Sun Mar 06, 2011 7:09 am
Posts: 8
Space key is a good idea.

It will pick up the item that lays on the portal rune and teleport at one time, but I don't think it's a problem.

However, another great bug will appear. Remember the special level with illusions (I mean the level with crescent-like walls, black floor, ghosts and shadows and so on). There is a great number of portal runes on this level.


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 Post subject: Re: Bugs with portal runes
PostPosted: Mon Mar 07, 2011 2:28 pm 
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Joined: Tue Oct 13, 2009 12:06 am
Posts: 270
Yes, he high number of teleporters in the hall of illusion increases the chance of inescapable loops to appear.
But I don't see how there are additional problems there.
Both methods would prevent the creation of loops.
method 1: make sure each teleporter has at least one neighbour tile which is not a teleporter and is not blocking movement.
method 2: allow activating teleports while standing on them.

In both cases, one can port back to where one stepped on a tele in the first place. If one goes on from there it's like there was none in relation to reaching parts of the labyrinth.


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 Post subject: Re: Bugs with portal runes
PostPosted: Mon Mar 07, 2011 2:41 pm 

Joined: Sun Mar 06, 2011 7:09 am
Posts: 8
method 2
You can pass the hall of illusions without activating any teleporters while it's supposed that you'll have some problems with finding exit because of teleporters. That's what I meant in my previous post. So method 2 is ruining illusion's hall completely.

method 1 will make illusion's hall easier (as you will be able to teleport back always) but it won't ruin the idea of this special level. So I see no problems with method 1.


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 Post subject: Re: Bugs with portal runes
PostPosted: Mon Mar 07, 2011 3:49 pm 
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Joined: Tue Oct 13, 2009 12:06 am
Posts: 270
I meant teleporters to still work automatically if stepped on. Still more easy if one gets back by simply pressing space.
So I think ensuring a free neighbour tile is better too.


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