Loobinex
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:  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.