Loobinex

Results 362 comments of Loobinex

I think most of the design of dungeon keeper should be viewed as though you do not have a hand of evil. Suppose you are playing a map, you cannot...

@AdamPlenty When both traps and objects are small, this is ok. But it seems more like a glitch on bigger objects: ![image](https://user-images.githubusercontent.com/13840686/147863189-34cead93-628e-42e2-9d9c-bfb7640d0ee2.png) Having torches and traps not conflict does seem...

I don't think there's available information to base this on atm.

> > I don't think there's available information to base this on atm. > > You could make it so that only traps that can be set on subtile doesn't...

> That is a wrong take in my opinion or a misunderstanding on what I meant? 🤔 Adam made it so objects are not removed when placing traps. Your suggestion...

I hope that in the not too distant future we can make a full legacy computer player config to match original keeper behavior.

I am not sure we want this for everybody, but you can change it for your own game by editing fxdata\terrain.cfg ```ini [room16] Name = GUARD_POST NameTextID = 611 TooltipTextID...

I do believe they are intended not as a big room to store creatures, but a set of single tiles, where you put on 1 unit per tile. And then...

> Any way to switch HAS_NO_ENSIGN on or off relative to guard room size (like show info only for 9+ tiles for e.g.). Not without somebody having to build such...

I remember fixing this, do not know when, but I tested it fixed now.