Emperor Wight 'stuck in floor'

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killter
Cornac
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Emperor Wight 'stuck in floor'

#1 Post by killter »

Just killed The Master, and was clearing the floor when I opened a 'mob' room. No problem, killed everything. But I was still getting attacked.

Figured it was an invisible monster, he's barely scratching me, and i have Perfect Strike, so again, no problem. 30 skipped turns later, he's still hitting me but hasn't shown up.

I mouse around, and his tool tip comes up on a specific tile. Oddly, the 'floor' description shows up above his entry. He's at 100 percent health, and only has 'Thunderstorm' active.

He doesn't move. He's untargetable, even with perfect strike on.

If I move onto that tile, there is no tool tip for him everywhere. Leave the tile, and he's still there.

Marson
Uruivellas
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Re: Emperor Wight 'stuck in floor'

#2 Post by Marson »

Had the same thing happen to me several times there. Also with a rare midge swarm in the Ruined Dungeon, though thankfully it wasn't one of the guardians.

Faeryan
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Re: Emperor Wight 'stuck in floor'

#3 Post by Faeryan »

I've had that too a few times. I'm pretty sure it's not the monster itself but a lightning cloud the emperor Wight has left behind.
Stronk is a potent combatant with a terrifying appearance.

Marson
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Re: Emperor Wight 'stuck in floor'

#4 Post by Marson »

tome-1.1.5-1397098721.jpg
tome-1.1.5-1397098721.jpg (217.28 KiB) Viewed 3929 times
Decided to play through in cheat mode in the hopes that I would run into more examples. I looks like the wrights exist in the entities table, but not on the tile. I'll bet *this* is what happens to the Master and other NPCs when people can't find them. The Master doesn't have a noise or AOE effect around him, so unless you happen to have a shadow or similar to sniff him out, you'll never know he's there. And even then you won't be able to touch him.

Marson
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Re: Emperor Wight 'stuck in floor'

#5 Post by Marson »

I changed my mind. :P

This may only affect NPCs that generate in a vault. Going through Dreadfell, it's pretty easy to find several of these 'out of phase' monsters in a tightly packed vault room. I think too many monsters are being generated for the size of the room. With all of the floor tiles already occupied, they are left hanging in limbo.

Marson
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Re: Emperor Wight 'stuck in floor'

#6 Post by Marson »

Here's a specific example. This is the vault layout:

Code: Select all

               x=18
               |
XXXXXXXXXXXXXXXXX
X.....O*O......TX
X..##.#*#..#.###X
XT*#..#*#.*#....X
X###c##u#######zX
Xm...O%%%O*..SmmX — y=16
X.m..#%%%#####..X
X.m.2##t##...#4.X
Xb#####d##.#.##yX
X..m1#..m#.#m...X
X..###.m.#.#..m.X
X.m..a...x.#m..3X
XXXXXXX!XXXXXXXXX
This is what it looked like when I entered that room:
packedroom.jpg
packedroom.jpg (35.75 KiB) Viewed 3896 times
Here's the list of entities:
packedroom2.jpg
packedroom2.jpg (80.29 KiB) Viewed 3896 times
You can see the devourer on the map at 18x16, but there's a weaver young with the same x/y coords.
There are two 'm' labels on the layout in that room with this definition:

defineTile('m', "FLOOR", nil, {random_filter={add_levels=10}})

If I interpret that right, there should be two +10 monsters in that room. I'm not sure why six entities spawn in a room with only five spaces. Maybe the generation code didn't recognize the lever as taking up a space, but that still doesn't explain why six instead of two. I've started to go through the generation code, but my head isn't in the game today.

HousePet
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Re: Emperor Wight 'stuck in floor'

#7 Post by HousePet »

Perhaps because those creatures are specified to be created in groups?
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Marson
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Re: Emperor Wight 'stuck in floor'

#8 Post by Marson »

Thanks. Yeah, the guys in IRC mentioned that. The one 'm' went to a devourer, which brought along two friends, and the other 'm' was the weaver matriarch, which birthed two weaver hatchlings. Two spawns created six NPCs in five spaces, so one of the hatchlings was left in limbo.

killter
Cornac
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Re: Emperor Wight 'stuck in floor'

#9 Post by killter »

I have it happening in a game right now, and it's not 'vault' related and doesn't seem to apply to any multi-unit situation.

It's on level 1 of the Rhaloren Camp, it's an 'Elven Tempest' humanoid/shalore. Like my OP, he's 'under' the floor if I tool-tip over his square. He just zaps me with thunderstorm anywhere in his range. Can't see him, can't attack him, etc.

The only 'odd' geography nearby is that he's in what appears to be a 7x7 room, but in the center of that room is a completely unnecessary door.

umm...
like this:

w=wall
d=door

WWW
_D_
WW

(the walls on the top are both curved, the bottom one is curved on left, flat on right.

It's in the center of the room.

The door/walls are in the center of the room, you can completely navigate around them.

I only mention this in case it's an obscure dungeon creation bug, since the useless door is arguably out of place.

EDITED TO ADD:

The same dungeon also had an Elven Guard in a 3 space hallway completely walled off from the dungeon. How he didn't starve to death is beyond me.

Marson
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Re: Emperor Wight 'stuck in floor'

#10 Post by Marson »

It shows up on your tooltip? If so, then yeah, that's different than the situation I posted about.

killter
Cornac
Posts: 38
Joined: Sun Mar 30, 2014 2:09 am

Re: Emperor Wight 'stuck in floor'

#11 Post by killter »

Marson wrote:It shows up on your tooltip? If so, then yeah, that's different than the situation I posted about.
Yeah, just like my original post (this thread).

It usually takes awhile to find the unit (mousing everywhere) but when I do find them, the tool tip first shows

Floor (details)
-----
Monster (details)

I don't know how the code generates tooltips, but I'm guessing the fact that 'floor' is shown above the unit might help debug this.

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