- create temporary islands in water
- skip a dread, walk through the wall it occupied, and watch the wall close up again behind you
- stand on a level exit and create another fully functional level exit
- stand on an escort portal and create another functional escort portal, perhaps a little bit closer to the escort
- stand in a wall and seal yourself in (good luck getting inside a wall)
- play with the gates in Arena: Challenge of the Master
All of these are good clean perversions of time and space. The bug comes in when the player tries to leave the dungeon. If the player should leave the level for a while, long enough for the game to reset the monsters, the temporarily altered terrain will become permanently altered. After all, if the monster ceases to exist, the terrain can't change back when the monster returns.
I haven't tested this, but it is probably possible to break a game this way. If one level exit is in range of the next, a player could cast Time Skip on a monster on that second exit while standing on the first. Then the player could leave the area for a while, and never be able to progress through that dungeon.
You could partially fix this by changing this line from talents/chronomancy/timetravel.lua
Code: Select all
-- First, clone the terrain that we are replacing
local terrain = game.level.map(game.player.x, game.player.y, engine.Map.TERRAIN)
The Rune of the Rift could be fixed in exactly the same way, but where's the fun in that? Except for the stair-munching, it's not a bad effect. Sort of like the world's coolest pickax. It just needs to target anywhere, and a little blurb in the description justifying it.