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b30 Non diggable walls in Daikara
Posted: Tue Jul 26, 2011 2:51 pm
by Tom
Hello.
I always try to lead the Xorns to open space so the money won't be stuck in stone.
Sometimes this won't work and I afterwards have to dig out the gold.
Today (b30) for the first time this is not to be done.
Either my pickaxe is bugged or something has changed.
Anyone have a clue?
Tom
Re: b30 Non diggable walls in Daikara
Posted: Tue Jul 26, 2011 3:08 pm
by bricks
Vault nearby?
Re: b30 Non diggable walls in Daikara
Posted: Tue Jul 26, 2011 3:17 pm
by Hedrachi
This happens in Tempest Peak 2 as well. Very aggravating, and no, no vault nearby (in TP2 at least).
Re: b30 Non diggable walls in Daikara
Posted: Tue Jul 26, 2011 3:32 pm
by Tom
Hedrachi wrote:This happens in Tempest Peak 2 as well. Very aggravating, and no, no vault nearby (in TP2 at least).
Absolutely.
No vault in either of the 2 levels this happened.
In the middle of the floor so no 'edge' problem either.
Re: b30 Non diggable walls in Daikara
Posted: Tue Jul 26, 2011 4:39 pm
by Dwarf_Hammer
Just finished Daikara with a PM [b30]. I could dig mountain walls, but I couldn't dig "mountain chains" (slightly different looking wall). Maybe the Xorn died in a mountain chain instead of a normal wall?
Re: b30 Non diggable walls in Daikara
Posted: Tue Jul 26, 2011 5:10 pm
by Tom
Dwarf_Hammer wrote:Just finished Daikara with a PM [b30]. I could dig mountain walls, but I couldn't dig "mountain chains" (slightly different looking wall). Maybe the Xorn died in a mountain chain instead of a normal wall?
Absolutely a possibility.
I did not check for differences in rock type.
Never seen that before.
Re: b30 Non diggable walls in Daikara
Posted: Wed Jul 27, 2011 5:12 pm
by fearoffours
I'm sure that happened to me multiple times in Daikara/Tempest Peak in b29.
Figured it was intentional rather than a bug.
Re: b30 Non diggable walls in Daikara
Posted: Wed Jul 27, 2011 6:20 pm
by bricks
It would be really lame to fight the stone elemental unique and not get his loot. Maybe items on occupied tiles should randomly disperse to the nearest available tiles. Potentially exploitable, but probably super-tedious and impractical.