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Sandworms crossing dug holes don't redig

Posted: Thu Nov 25, 2010 12:39 am
by Grey
If a sandworm is following another sandworm then it doesn't reset the countdown on the tunnel collapsing. This can mean a player is happily following a sandworm along to find the tunnels suddenly collapsing around him as the path had been dug earlier. Makes non-magical means of traversing the place much harder.

Re: Sandworms crossing dug holes don't redig

Posted: Thu Nov 25, 2010 1:55 am
by Final Master
I think it's fine - I look at them as 'eating' the sand rather than digging it. If there isn't any there [and thus you are moving through it], then how are they supposed to remove it?

Re: Sandworms crossing dug holes don't redig

Posted: Thu Nov 25, 2010 3:57 am
by Gwai
I can't imagine why they would be eating sand though, and if they did then where does the send come from when it comes back? I presume they are displacing the sand with their monstrous bulk. By that logic, the next one coming by should press the sand back into the walls of the tunnel preserving the tunnel for a while longer.

Also, I'd say that it's very newbie-unfriendly if the second sandworm doesn't count, because how on earth would one guess that except the hard way?

Re: Sandworms crossing dug holes don't redig

Posted: Fri Nov 26, 2010 6:53 pm
by Sirrocco
I believe that this is intentional - and this game is designed to have you either spoil yourself or learn a bunch of things the hard way.

Re: Sandworms crossing dug holes don't redig

Posted: Sat Nov 27, 2010 1:30 am
by teachu2die
yeah, i don't like that feature either.
navigating that dungeon is already profoundly unpleasant (so unpleasant that i'd almost suggest changing it altogether). the fact that can still get screwed over even when you are patient enough to correctly follow a sandworm is extremely frustrating.

Re: Sandworms crossing dug holes don't redig

Posted: Sat Nov 27, 2010 6:42 am
by Sirrocco
It simply requires a degree of patience - and, preferably, a way to run magic mapping.

Re: Sandworms crossing dug holes don't redig

Posted: Sat Nov 27, 2010 4:55 pm
by Vee
If you never enter the sandworm lair without at least one form of teleport/PD/blinking, the only problem I see is getting blinded and having a tunnel collapse on you... As you now get the rod of recall dropped by Bill, you only need to traverse the lair once. I don't think that is too difficult.

And speaking about realism: if the worms actually displace the sand, any tunnels that cross would be CLOSED by the displacement:

Code: Select all

.## ##
.## ##
. w ##
.## ##
.## ##

...

.## ##
.#####
.   w#
.#####
.## ##

Re: Sandworms crossing dug holes don't redig

Posted: Sun Nov 28, 2010 1:01 pm
by Grey
The sandworms displace sand in the mythical 3rd dimension ;)

I understand that with phase door / teleport it's not really a problem, but it kinda defeats the whole purpose of the unique dungeon if that's all anyone ever does. I know from experience it's not that hard to get through with a good deal of patience, but the way sandworms don't re-dig existing tunnels makes it much more of a nuisance.

Re: Sandworms crossing dug holes don't redig

Posted: Sun Nov 28, 2010 6:08 pm
by Sirrocco
controlled phase door and/or repeated teleports can get you where you're going without bothering with tunnels by just spending inordinate amounts of time getting there, but he's actually talking about teleport/phase door as a way out of collapsing tunnels.

Re: Sandworms crossing dug holes don't redig

Posted: Sun Nov 28, 2010 7:28 pm
by Grey
Not very useful when you teleport into a collapsing tunnel though, as I've recently found out... Well, not unless you have multiple teleportation sources.

Re: Sandworms crossing dug holes don't redig

Posted: Sun Nov 28, 2010 7:34 pm
by Runescrye
Recently did it on my berserker with no magic mapping or use of blink.

It actually wasn't that hard with some patiance and being picking about which tunnels you go into or not.
I agree with the OP that tunnelers should reset timer - Even with being really careful going around there, I was hit once or twice because of criss-crossing tunneling (and one near death experience when the worm itself got crushed for ~5000 damage. Run the hell out of there while the tunnel collapsed behind me.)

Re: Sandworms crossing dug holes don't redig

Posted: Mon Nov 29, 2010 12:53 am
by yufra
Anyone that wants to test "redigging" I think the addition of this dig function to the sand object (lines 38-58 of data/general/grids/sand.lua in SVN 2060) will do it.

Code: Select all

			dig = function(src, x, y, old)
				self.temporary = 20
			end
Not sure if DG wants this in or not, but having a working implementation will makes it easier for him to do so. Post back here if it does/does not work. Cheers.

Re: Sandworms crossing dug holes don't redig

Posted: Mon Nov 29, 2010 8:23 am
by darkgod
Done, thanks yufra

Re: Sandworms crossing dug holes don't redig

Posted: Wed Dec 29, 2010 5:10 pm
by Bladyn
The notes for Beta 16 indicate "Sand tunnels will be strengthened by a second tunneler passing by". I don't think this is working.

I am using Beta 16 and am in the Sandworm Lair. Following two behind (one space between us) a "sandworm burrower" I just had the tunnel collapse. The sandworm was heading directly back up an older tunnel.

Not a big deal, it just means being careful to wait for "fresh" tunnels, but I figured it should be mentioned.

Cheers...

Re: Sandworms crossing dug holes don't redig

Posted: Sat Jan 01, 2011 4:28 pm
by yufra
Thanks Bladyn, on closer inspection my fix was buggy. The unstable sandwall's dig function should be:

Code: Select all

         dig = function(src, x, y, old)
            old.temporary = 20
            return nil, old, true
         end
That should do the trick, but I haven't tested it.