'Tis a copy/paste error from adding the alternate clues - looks like the DEFAULT order on line 105 should have kept the same order as the original list:Robsoie wrote:As i just completed the ruined dungeon i ran into the same exact problem, the actual order of the orbs you need to enable have nothing to do with the orders of the clues i collected, it does not make sense if it's intended to be "random" , why give clues in specific order at all then if in the end the solution is only random trial&error ?Pucker wrote:I think it might randomize the sequence for each character because I'm pretty sure I got a different order than yours and I just solved it through trial and error.greycat wrote:In the ruined dungeon, I got the original clues, but the orbs are not responding in the way they should based on those clues.
http://git.develz.org/?p=tome.git;a=com ... 04cffa6cb7
Code: Select all
--- a/game/modules/tome/data/zones/ruined-dungeon/zone.lua
+++ b/game/modules/tome/data/zones/ruined-dungeon/zone.lua
@@ -55,7 +58,10 @@ return {
level.orbs_touched = {}
-- Randomly assign portal types
- local types = {"wind", "earth", "fire", "water", "arcane", "nature"}
+ local types = ({
+ DEFAULT = {"wind", "earth", "fire", "water", "arcane", "nature"},
+ ALT1 = {"darkness", "blood", "grave", "time", "mind", "blight"},
+ })[game.zone.clues_layout]
local _, portals = level:pickSpot{type="portal", subtype="portal"}
for i, spot in ipairs(portals) do
local g = level.map(spot.x, spot.y, engine.Map.TERRAIN)
@@ -94,7 +100,10 @@ return {
if game.level.orbs_used then return end
local Dialog = require("engine.ui.Dialog")
- local order = {"water", "earth", "wind", "nature", "arcane", "fire"}
+ local order = ({
+ DEFAULT = {"wind", "earth", "fire", "water", "arcane", "nature"},
+ ALT1 = {"darkness", "blood", "grave", "time", "mind", "blight"},
+ })[game.zone.clues_layout]
local o = game.level.orbs_touched
o[#o+1] = type
for i = 1, #o do