[1.0.1] Ruined dungeon spawned unique not rare

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jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

[1.0.1] Ruined dungeon spawned unique not rare

#1 Post by jenx »

and hence one of the orbs was inactive. I'm playing nightmare roguelike. not sure if that makes a difference.
MADNESS rocks

R_D
Halfling
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Location: Somewhere only we know...

Re: [1.0.1] Ruined dungeon spawned unique not rare

#2 Post by R_D »

I've seen this happen on insane rougelike. Same solution as the guardian just not being there--leave the dungeon, delete the map file for the dungeon, then re-enter. You'll have to fight everything again, but hopefully you'll have the guardians sorted properly. Alternatively, I once somehow managed to glitch myself inside the room you're supposed to use the orbs to unlock the door for by digging next to the un-diggable wall, then using wanderer's rest boots active (telekinetic leap) and I ended up inside the room. :lol:
?Wub?Wub?Wub?

Moander
Halfling
Posts: 88
Joined: Fri Jan 06, 2012 11:48 am

Re: [1.0.1] Ruined dungeon spawned unique not rare

#3 Post by Moander »

R_D wrote:I've seen this happen on insane rougelike. Same solution as the guardian just not being there--leave the dungeon, delete the map file for the dungeon, then re-enter. You'll have to fight everything again, but hopefully you'll have the guardians sorted properly. Alternatively, I once somehow managed to glitch myself inside the room you're supposed to use the orbs to unlock the door for by digging next to the un-diggable wall, then using wanderer's rest boots active (telekinetic leap) and I ended up inside the room. :lol:
That either means that one of the squares in the room are missing a "No teleport" flag OR that you somehow managed to teleport inside a "teleport forbidden" zone. Either way it is a bug.

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