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Author Topic: Tile set Anubis and hotep  (Read 353 times)

FunkyMonkey

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Tile set Anubis and hotep
« on: May 30, 2020, 10:07:54 PM »
Not sure if this has been mentioned before but the tile sets in the title mentioned dungeons negate aoe spells.
In hotep it also hid the monsters so they would randomly appear or even cast spells and attack us, we would have to run around a bit for them to become fully visible. Some got stuck in corridors.

zDark Shadowz

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Re: Tile set Anubis and hotep
« Reply #1 on: May 30, 2020, 10:12:58 PM »
They tend to do that in Harvest when they get to the centre.

At first I thought it was having issues with all the dead creature models in the same area but, nah even after cleaning up the corpses after ourselves there's some weird concealment issues that doesnt seem to affect the scorpions, that happens to those mummies as soon as they get into the hallway that lets them attack you from what mechanically appears to be stealth (given the bonuses) without revealing themselves.

Best not to let those mummies pass through any doorways.

Didn't realise it was happening in hoteps temple to Sobek as well.
« Last Edit: May 30, 2020, 10:15:37 PM by zDark Shadowz »
Currently playing Karaz Steel, the Knave with the Glaive.

EO

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Re: Tile set Anubis and hotep
« Reply #2 on: June 07, 2020, 10:57:32 AM »
I'll try to fix this with the hak update; no promises but let me know if it's fixed after the next hak update.

EO

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Re: Tile set Anubis and hotep
« Reply #3 on: June 16, 2020, 09:30:16 PM »
Any feedback on those areas (or others where this happened) since the hak update?

FunkyMonkey

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Re: Tile set Anubis and hotep
« Reply #4 on: June 17, 2020, 04:09:20 AM »
Went to both, Anubis was fine, the corridor that leads to the high priestess caused a disciple to vanish.

FunkyMonkey

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Re: Tile set Anubis and hotep
« Reply #5 on: July 29, 2020, 02:05:55 AM »
Visited Anubis after some time.

Monsters still die from the traps, ai also leads them around the dungeon if they can't get to you so they'll take the other trapped corridor and certainly die.

Fireballs didn't work, floor tiles I reckon.

Creatures/players getting stuck in the two flanking rooms of the main altar. The two large jackal placables.

Other than that the dungeons still sick!