Ooo... I just realized maybe I was the last one not using this technique
We shall stand together, against all odds, refusing to use high gamma! A day may come, when the courage of robbers fail, when we forsake our pride and use high-gamma monitors... BUT IT IS NOT THIS DAY!!!!
]]>A brick to open wooden doors it will be.
I mean, really, you shouldn't be able to see through doors! That was pretty much a bug that I was being lazy about fixing all this time...
]]>Draft example?
So, if you dance correctly, the door is safe to walk through, but if you dance incorrectly, it's deadly? But even if you could brick a door open, we're not talking about a cheap bypass.... just a cheap way to test-and-repeat without dying, right?
Here's a quick example:
http://i.imgur.com/562TvXY.png
If you don't do the dance to get the dog killed then it kills you instantly upon exiting the last door. You can also carry the doors on for however long you want like this:
http://i.imgur.com/MPn12F1.png
Meaning the player has no idea which door is the last one without previously dying to the house, as you can't see one tile behind a door.
It's usually not used as the main guessing component of the house, but rather an alternative to the old row of trapdoors, except they cost $2400 to safely bypass rather than $1800 and each tile costs $8 to place rather than $720. Also you don't have to provide any power in any way or have any vulnerabilities open to the robber.
A brick would bring the cost of each door way down for safely opening the doors.
]]>So, if you dance correctly, the door is safe to walk through, but if you dance incorrectly, it's deadly? But even if you could brick a door open, we're not talking about a cheap bypass.... just a cheap way to test-and-repeat without dying, right?
]]>Hmm... well, it's no more of a guessing game than the combo locks with an expensive-to-pass commit gate in front, right?
In this case, we know that a door is only deadly if a dog that has seen you already can walk there. So, not every door is a possibility, and there's room for quite a bit of invention regarding stuff behind the walls to force the dog to go to certain doors but not others. But it's not just "a door" by itself that does this. It takes a lot of stuff behind the door to make it work. So... we can't just compare the cost of bypassing a "deadly door" to the cost of the door.
My point is, it's just another avenue to build a secret knowledge house. Before this change, door couldn't be used as traps at all. It just seems like more variety.
I still don't like the "very hard to see" dogs at the edge of the screen that can see you. I'll fix that somehow.
This is used mainly with magic dance puzzles in which it's a pretty easy addition to make. With combo locks you can reasonably use tools to either brute force through or at least assure a safe exit, but this is instantkill and there doesn't really seem to be a way to counter it despite how cheap the actual mechanism is to make. It doesn't require any wires so there are no weak wood spots.
]]>In this case, we know that a door is only deadly if a dog that has seen you already can walk there. So, not every door is a possibility, and there's room for quite a bit of invention regarding stuff behind the walls to force the dog to go to certain doors but not others. But it's not just "a door" by itself that does this. It takes a lot of stuff behind the door to make it work. So... we can't just compare the cost of bypassing a "deadly door" to the cost of the door.
My point is, it's just another avenue to build a secret knowledge house. Before this change, door couldn't be used as traps at all. It just seems like more variety.
I still don't like the "very hard to see" dogs at the edge of the screen that can see you. I'll fix that somehow.
]]>I think that one of the cheaper tools (brick, doorstop, saw) needs to be able to open doors, or you should be able to see exactly one tile behind a door when close up (through the keyhole).
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