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Walls
Walls are special tiles that appear in the game. They usually block movement, and some do special things
"No Wall" is the name for the kind of wall which represents regular floor cells. These generally have no special properties, with some exceptions such as the Land of Eternal Motion when they all behave as if they were trapdoors.
Chasms are walls that appear in a lot of lands. They block movement, but you can push pushable monsters into them. They are made when a trapdoor is walked on. Appears in Land of Eternal Motion, Zebra, Palace, Reptiles, Windy Plains, Dragon Chasms, and Irradiated Field
Great walls are basic walls that block movement and occur along the borders of all lands except for aquatic lands and the Crossroads IV, with small gaps in the border wall.
Ice walls are basic walls that block movement, but melt into empty space if their temperature rises above zero. Appears in Icy Land and Blizzard
Living walls and Living floor are special walls that appear in the Living Cave and the Emerald Mine. Living wall is impassible and living floor is passable. Living wall turns into living floor if there are more floor tiles than wall tiles adjacent to it, and living floor turns into wall if there are more wall tiles than floor tiles adjacent to it.
Pressure plates are a non-blocking wall type. There are two types of pressure plates, opening plates and closing plates. Opening plates have a green outline and closing plates have a red outline. When stepped on by a player or non-flying enemy opening plates will open doors that have any tile up to three tiles away from the plate, while closing plates will close the doors in the same fashion.
They appear in the Palace and in the Dungeon.
A Reptile Bridge is a non-blocking tile similar to a Reptile Floor that occurs when a reptile is pushed into water. When the reptile awakens the tile returns to being water. Other than that a Reptile bridge behaves exactly like a reptile floor.
Reptile Floor is a non-blocking tile that occurs naturally in Reptiles, but will also appear if a reptile occupies the same space as a chasm. After a set number of turns a Reptile Floor will become a chasm, spawning a new reptile. You can tell how many turns are left until this happens by hovering over the tile. Tiles with less than 5 turns left will begin to flash red and a tile that will become a reptile on the next turn will flash yellow.
The number of turns left will increase to 255 if the player, an ally, or an enemy steps on the Reptile Floor.
When a Slime Beast replaces a Reptile floor with a new tile (even if that tile is another reptile floor), a reptile will appear. If the space is already occupied by another enemy the reptile will not appear and instead it will count as the player killing a reptile.
Sea Borders behave exactly the same as great walls, except that they generate on the borders between aquatic lands and have alternating one or two cell wide gaps between each wall.
The Red and Blue Slimes are a non-blocking wall type unique to the Alchemist Lab.
The player and non-flying monsters cannot move from red slime to blue slime or vice versa, unless the start or destination tile has an item. If the player moves into an item on a slime tile the slime on the destination will be replaced with the wall the player moved from. This will usually be another slime however since Elixir of Life can spawn on the edges of the Alchemist Lab it will occasionally be another wall.
Since you can move to a different slime color if your source is an item, a Dead Orb, can be placed to switch between colors.
When a red or blue slime is destroyed by an orb such as the Orb of Flash, the Orb of Storms or the Orb of Freedom. It will become the same wall the player is standing on if that wall is Red or Blue Slime and will flip color between red and blue otherwise.
The Green and Yellow slimes are a non-blocking wall type that does not occur through normal play. Both will render identically to no wall. They also behave just like no-wall in most cases. The only difference is in lands where the behavior of No Wall is modified.
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In the Land of Eternal Motion green and yellow slime will not become a chasm when stepped on.
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In the Living Fjord green and yellow slime will remain as they are even when more than half of their neighbors are water.
Trapdoors are non-blocking walls that turn into chasms when stepped on. Trapdoors appear in Zebra, Palace, and Irradiated Field. Trapdoors do not actually appear in the Land of Eternal Motion however No Wall behaves like a trapdoor in that land making it seem like the land is filled with trapdoors.
Trees come in three types: small, big, and indestructable. Small trees get cut down in one hit, big trees get cut down in two hits, and indestructable trees cannot be cut down. Trees appear in Warped Coast, Carribean, Dry Forest, Overgrown Woods, Galapagos, Haunted Woods and Irradiated Field
Warp gates are impassable walls that occur along openings in Great Walls and Sea Borders in the Warped Coast and Warped Sea respectively. They prevent the player character from moving between the hexagonal entry cell to an adjacent triangular cell, as that would be diagonal movement.