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The implementation of rope bridges over yawning chasms uses the "hole" trap type. This means that when you shift-move on a level with rope bridges over chasms, instead of turning around corners as you would in a corridor, you run straight - and get a yes/no prompt for jumping into the hole. This does not happen with rope bridges over water or lava.
See also:
mkchasms(void)
domove_core(void) - on_bridge = true
PARANOID_TRAP
The text was updated successfully, but these errors were encountered:
RojjaCebolla
added
the
quirk
a very small thing that, if changed, could improve the game. like a bug but low-priority, low-impact
label
Sep 28, 2021
I was actually originally planning on adding a terrain type ("chasm") but backed off when I realized that it would have the exact same functionality as a hole. I think the easiest way to address this is treating holes in the same manner as water and lava during runmode.
@copperwater That's a very, very good idea! It would cut down on the number of traps on the level, and be much less visually confusing than the fields of "^" players currently have to deal with.
The implementation of rope bridges over yawning chasms uses the "hole" trap type. This means that when you shift-move on a level with rope bridges over chasms, instead of turning around corners as you would in a corridor, you run straight - and get a yes/no prompt for jumping into the hole. This does not happen with rope bridges over water or lava.
See also:
mkchasms(void)
domove_core(void) - on_bridge = true
PARANOID_TRAP
The text was updated successfully, but these errors were encountered: