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Thread: Ancient Keeper Bug

  
  1. #1

    Default Ancient Keeper Bug

    To get the hidden world bonus in the Knight's Manoeuvre level,

    Spoiler



    is it a bug or is there some other way?

  2. #2
    KeeperFX Author mefistotelis's Avatar
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    Default Re: Ancient Keeper Bug

    Quote Originally Posted by jbthirteen View Post
    is it a bug or is there some other way?
    From your description, it looks like a bug.

    Do you have a saved game from just before the spellbook vanished?

  3. #3

    Default Re: Ancient Keeper Bug

    here you go. simply place the cta flag on the library.

    fx1g0000.zip

    also the cta trick in the previous "avatar's revenge" level does not work.

    Spoiler



    i'm afraid i dont have a save for avatar's revenge and no way to go back to the level to replay it and create a save.

  4. #4
    KeeperFX Author mefistotelis's Avatar
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    Default Re: Ancient Keeper Bug

    Quote Originally Posted by jbthirteen View Post
    here you go. simply place the cta flag on the library.
    This seem to be fixed in latest release.

    When the last tile of the library is destroyed, the CTA spell is transfered to 2nd library.

    Only one spell is transfered - duplicates are removed while the room is being destroyed.

    EDIT: Now I see that this doesn't always happen. Sometimes all spells do disappear.
    This needs fixing.
    Last edited by mefistotelis; May 4th, 2014 at 13:28.

  5. #5
    Beetle
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    Default Re: Ancient Keeper Bug

    It was always this way, including original DK1. The transfer is sporadic, and (from memory) the walkthrough said to make a savegame in case it didn't happen.

  6. #6

    Default Re: Ancient Keeper Bug

    Got it on the 5th try. Thanks for the info!

  7. #7
    KeeperFX Author mefistotelis's Avatar
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    Default Re: Ancient Keeper Bug

    Yeah, I just noticed the code for this wasn't even rewritten, so it had to be original behaviour.

    Still, that would be nice to fix - disappearing spells are kind of irritating.

    EDIT: I've rewritten it in r1135; it needs to be tested whether my rewritten code has the same bug or not.

    Note that saved games from 0.4.4 won't work in latest nightly builds (you'll have to restart the level, campaign progress will be preserverd).
    Last edited by mefistotelis; May 4th, 2014 at 21:21.

  8. #8

    Default Re: Ancient Keeper Bug

    Here is a save where you can test it. Sell the library completely and see how many spells you've got left.

    Attachment 1410

  9. #9
    KeeperFX Author mefistotelis's Avatar
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    Default Re: Ancient Keeper Bug

    Quote Originally Posted by YourMaster View Post
    Here is a save where you can test it. Sell the library completely and see how many spells you've got left.
    Selling is not exactly the same as destroying...

    After testing the saved game - it is possible to lose a spell while selling the room.
    I think it might happen if the room is full and the slab being sold does not contain any spell - in that case the game won't transfer spell to other room, but after computing new capacity and noticing that it's exceeded, one of the spells will be deleted.

    This is a bit of inconvenience; do you think it should be modified so that spells are teleported even if they are not on the slab being sold?

  10. #10

    Default Re: Ancient Keeper Bug

    is there a skip level cheat i can use to find and replay levels for testing?

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