You are welcome. Just don't forget to make it check surroundings first, I've found two of three pitfalls there by LOOKing.No, it's not really intended.
It's possibly it's the only place in the game where it's critical, and there was even an hidden door there for a long time (I checked if it was there or not before answering) partially because of that.
However I never thought that I could use the Look command, thanks,
I can descend and brave the waters, all is fine.I'll do that and release a version later today, in case you don't have a save just before that and want to get back.
Good point, in fact what I really must do instead is see why (actually I kind of know why but it must change) stairs don't work like other events which are opened again when you visit your inventory or reload a save on the tile etcera (even if you left those).Just don't forget to make it check surroundings first, I've found two of three pitfalls there by LOOKing.
<items xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:type="otherInventoryItemImplementation" currentAmmo="0" patternKey="RATIONS" state="INTACT" stock="5"/>
<items xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:type="otherInventoryItemImplementation" currentAmmo="0" patternKey="RATIONS" state="INTACT" stock="1"/>
<items xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:type="otherInventoryItemImplementation" currentAmmo="0" patternKey="RATIONS" state="INTACT" stock="1"/>
<items xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:type="otherInventoryItemImplementation" currentAmmo="0" patternKey="RATIONS" state="INTACT" stock="1"/>
<items xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:type="otherInventoryItemImplementation" currentAmmo="0" patternKey="RATIONS" state="INTACT" stock="1"/>
V1.0.13 released
Fixes :
- The sword attack of the Pistolsword used ammunition while its pistol attack did not, instead of the opposite way. This was fixed.
- Trying to delete the last entry of the log used to delete the previous one instead. This was fixed.
- When a character owned a single stackable item and traded it to another character it did not stack inside the target's inventory. This was fixed.
- Trading items between characters directly in a shop could lead to an item having no price. This was fixed.
- The text of the Unstoppable feat said that damage lower or equal to 2 is cancelled while damage lower or equal to 3 is cancelled.
- A (x0) quantity of ammunition could stay in the inventory after reloading at the end of a fight. This was fixed.
- The Empty all weapons command had to be pressed twice. This was fixed.
- It was possible to jump over a frail wall, which was unintended and was fixed.
- Various text fixes.
Changes :
- The damage of EMP grenades was changed to 1D50 so that critical hits and the technophobe feat are more relevant.
- The damage of pulse cannons was increased.
- The stat previously called MAX RANGE, which is based on the character's perception and is the distance up to which targetting an enemy won't give a malus to chances to hit, can now be identified by (UP TO xxM) after the chances to hit.
Some feat were made more powerful :
- The technophobe feat now always gives one more damage dice against robots.
- The hunter feat can now also confuse the animals.
- The Survivalist, Resistant and Covered feat now increase resistance to afflictions.
- The Coward feats now gives a bonus against enemies from 50m instead of 60m.
Maps are really brilliant. I especially like that due to ice and pits, in some parts you effectively have two separate mazes in one place.Mapping out the maze that is the constant up and down of floor 3+2: Navigating the icy grounds, force arrows en masse throwing you off, usage of speed boots/gravity boots to circumvent pits and traps, treasures and secrets galore, realizing you can melt the ice with the laser rifle.
UNSCALABLE INCLINE
Take iodine pill: raises resistance to radiations.
Is this word plural in your native language, BTW?Resistance against radiations: Resistance against radiations
Ah yes, this stuff. I still haven't figured out what the hell is up with that. It's screwed up my mapping big time, since I had assumed that facing didn't matter.1x1 squares maze on the last floor. 50,40,0. Does teleport in this square should work only if you are facing north?
I can travel west to east, but face north (and press Esc) or come from the south and poof!
It teleports you below (like a pit), but only if you are facing north. There is a small room below that can be bashed open as well with a very strong character. So, that's again _two_ ways of reaching treasure.I still haven't figured out what the hell is up with that.