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Similar problems are in first boss room, but if you are lucky you can suicide in to the bossroom
Image of two of us hanging outside the gate while hipshot fighting the bosses.
http://i.imgur.com/GTvM7VS.jpg
Unfortunately the second boss area does lock the main gates.
In combat of this I am trying to alter the map so that it will only trigger gates when all players are close or to provide tactical support dmg areas if you are locked out of battle.
It would be funny if it had some great importance to it I agree.
SHA-1: 28429861E0C41CB1092CF999AE657D5E55121062
2015 Aug 08 (Sat)
Anywhere
- Bush doodads under tree doodads causes graphic glitches when the player is moving.
- NPCs with multiple windows of speech can be re-activated while still talking, causing overlapping speech windows.
Entry Area
- Player is forced to talk to bartender, and wait for the entire speech too.
Vendor Area
- Trees can be walked through. xD
- "Oldman" NPC dialog overlaps left of the two "?" blocks.
- "Oomph!" NPC says nothing after initial dialog.
- One barrel next to the "Oomph!" NPC is too close to the grate, preventing coin drops from being able to be picked up.
- NW portion, north of guard and grate: blue wall should go north another block or two, to physically connect with brown wall. (Currently, it looks like there's a gap there.)
- SE portion, east of "Oomph!" NPC: visible black tiles from map creation.
- Guard of silver door disappears after saying to run.
- Elite archer dies too quickly to read his dialogue; perhaps make all the enemies non-combatant and invincible for a while while he says the dialogue, THEN make them attack. (Or like the final boss in the desert campaign, if it's not possible to do with the actual enemies.)
- Leon has no "Quest COMPLETE!" bubble showing that the player may get a reward.
- Leon has no dialogue after reward.
Castle of Chaos, Sewers
- Grates stick out too much, causing the player to get stuck on their sides.
- Area with towers and spikes could use visible traps sticking out from the walls to show where the arrows are coming from.
- Area with towers and spikes: breakable wall of NW secret is visible on map before opening! ;O
- East, above the right pillar where there are two vendor coins, there is an invisible solid in the blackness as you shoot to the right.
! All four boss areas lock players out. And if any die while another checkpoint is active, they can't get back in either.
- Third boss, skeleton knight to the west; bridge on right has holes in the side where the player may walk out onto the blackness.
The new update coming adds in a new starting area that lengthens the learning curve and provides players with upgrades.