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Dungeon Pit, etc. (POH)

Quick find code: 74-75-70-61352308

Eqca

Eqca

Posts: 5,043 Rune Posts by user Forum Profile RuneMetrics Profile
Own doors yes, but also window spots, too? Just sayin, not hatin, as gotten to puny mind meddle... I'd slam those pesky chapel windows from sides as ya'kno, dey no vanish when another room attached to side.

14-Mar-2012 14:15:45

Just Fredy

Just Fredy

Posts: 92 Iron Posts by user Forum Profile RuneMetrics Profile
also add that we should have the option of removing all doors in the first floor of the house.
Wooden doors on dark stone with marble fixtures look horrible. I wanna be able to change regular doors, or have the option of not having them. Opening them is a drag :P
EDIT: Scratch that. Boy is my face red. Didn't see that you had addressed this already. I was overwhelmed by your mentioning of Dungeon doors.

07-Apr-2012 10:13:29 - Last edited on 07-Apr-2012 10:14:42 by Just Fredy

Kiido

Kiido

Posts: 2,555 Adamant Posts by user Forum Profile RuneMetrics Profile
Support, but I need to add some detailed info regarding the pit doors, for those who are unfamiliar with how they work:
The doors in the pit don't function like regular dungeon doors, i.e they do not become more difficult to picklock/force open when built with stronger materials (marble > steel > oak).
The doors serve as a one-way entry into the pit (they close and lock behind you as soon as you step in). This is to trap you inside until you kill the pit monster, after which the doors can be opened freely. Once opened in such a manner, they become uninteractable and cannot be closed, until the pit monster respawns, causing them to close automatically and resume their original one-way function.
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In conclusion, any upgrades to the material of the pit doors would have to be a PURELY COSMETIC change, because the current mechanism of action doesn't allow for the scaling of difficulty.
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Another construction glitch that I feel should be addressed as well:
-When the throne room lever is pulled to activate the trapdoor tiles in the floor, instead of opening to reveal holes for players to fall through, the trapdoors just disappear, showing the default flooring underneath. They reappear (in their inactive state) once their "opening" animation is complete.

02-Nov-2012 09:32:38 - Last edited on 02-Nov-2012 09:34:17 by Kiido

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