Garg stats and no monster zones

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Jaigur
Corporal
Corporal
Posts: 31
Joined: Thu Jul 07, 2016 4:38 pm

Garg stats and no monster zones

Post by Jaigur »

I was in lab 6, and used a garg stat at the beginning of the lab - but it couldn't follow me into the main lab area - I assume because of the 'no monster' line in the doorway.
I dug up a super old post when I talked about this before (https://aranock.rpg-board.net/t3445-garg-stat-stuck-in-lab-10)

Anyway would it be possible to change the garg stat to act like a compulse or a GC so it doesn't get stuck in the 'no monster' zones?
Offended
Lieutenant
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Post by Offended »

There are several places in labs where this happens. Lab 3 I've found to be the worst. If you don't time it right, it takes 3 garg stats to just get going.

It would be nice to flag a garg stat the same way as a GC... too nice :lol:
Lordlava
Greater God
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Joined: Wed Mar 16, 2016 2:17 pm
Location: The Land Down Under

Post by Lordlava »

It appears to work for me.

Or maybe that was after I changed the code to switch off the Monster Kindred flag on the Garg Statue.

See if that fixed it.
The Lord of Molten Rocks
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