A question about the first guard on Level 8
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- Efendi
- Posts: 9
- Joined: August 25th, 2021, 11:25 am
A question about the first guard on Level 8
I was wondering if there was a special event associated with the first guard on Level 8, who is unique in that he does not advance towards you. I have been modding the levels using Apoplexy and over the course of doing so, I ended up clearing the screen with this guard on and then replacing him. Now though, the guard just behaves as a normal one would - advancing towards you. Is there something I am missing in order to get this behaviour back?
Re: A question about the first guard on Level 8
He had skill 7. In apoplexy, if you click on a guard, you end up on the tiles screen, where you can then set "guard level" to 7. As the PoP1 Guard Types document shows, guards with skill 7 have a probability of 0 out of 255 to go into hit range. Therefore he never voluntarily moves forward.Bizzen2702 wrote: ↑September 4th, 2021, 9:52 pmI was wondering if there was a special event associated with the first guard on Level 8, who is unique in that he does not advance towards you.
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- Efendi
- Posts: 9
- Joined: August 25th, 2021, 11:25 am
Re: A question about the first guard on Level 8
Thanks for the reply again, Norbert. Hmm, I have selected a guard with the correct colour (don't know if this matters) and level 7 skill and he still comes forward.
Re: A question about the first guard on Level 8
In apoplexy, does the text under the guard say "LVL:7"?Bizzen2702 wrote: ↑September 5th, 2021, 4:29 pm Thanks for the reply again, Norbert. Hmm, I have selected a guard with the correct colour (don't know if this matters) and level 7 skill and he still comes forward.
Or maybe you set it to 7, but forgot to save before playtesting?
Are you playtesting with DOSBox or SDLPoP?
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- Efendi
- Posts: 9
- Joined: August 25th, 2021, 11:25 am
Re: A question about the first guard on Level 8
Hi Norbert, I don't know what I was doing wrong. Perhaps you were right and that I was play testing without saving, but now the issue has resolved. Thanks for the replies.