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Relocate awkward enemies #707
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lahm86
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LostArtefacts:master
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lahm86:issue-311-relocate-enemies
Jun 17, 2024
Merged
Relocate awkward enemies #707
lahm86
merged 6 commits into
LostArtefacts:master
from
lahm86:issue-311-relocate-enemies
Jun 17, 2024
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chreden
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Resources/Documentation/ENEMIES.md
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@@ -216,3 +218,10 @@ Because of the increased limits in TR3, most levels have had their number of ene | |||
| CITY.TR2 | 13 | 2 | 6 | | |||
| CHAMBER.TR2 | 7 | 3 | 4 | | |||
| _STPAUL.TR2_ | _2_ | _2_ | _2_ | | |||
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# Awkward enemies | |||
Some enemy placements can cause problems by default, such as causing forced damage or difficulty in getting passed them. The UI option to move awkward enemies will - in most cases - move these enemies to better positions. |
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Typo passed->past?
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Thanks.
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Resolves #311.
Checklist
Description
Adds an option to shift awkward enemies to avoid forced damage or difficult situations in tight corridors e.g. being unable to target the T-rex with no room to move around in. Some cases may remain, but for those there should be a "way out" as it were e.g. The Deck room 65, where you can lure the enemy outside.
The biggest update is related to the eels in TR2. These have always been an issue as they don't just cover one tile so can interfere with levers, pickups etc. They will always be off the ground now when on land, and when underwater they will be positioned higher to allow any pickups to be had.
The location files (the bulk of this change) are trview-generated, so can be skipped over.