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Wolfweres in Firkraag's dungeon


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I am rechecking oddities I found during a play through and one of them were the wolfweres in old red's dungeon, just before you get to the area with the elemental well.

 

I remember they were at the end of the corridor leading to it. LP footage confirms:

https://youtu.be/6WaaFPDT8i0?t=4m13s

 

Looking at the area (ar1202), there are no spawn points there, but there is an undetectable trap. However, even in an unmodded game, that trap runs spwngol.bcs, which gives you golems. That's what I saw ingame too. So two things are not clear to me:

1. Why are there wolfweres there?

2. Why are they there immediately, not via the usual trap triggering mechanism? They are not embedded in the area.

 

Neither the area script nor baldur does anything special. The rest interrupts give you undead and they'd be nearby anyway.

 

I am running the gog version, which is different from the video, however it seems unlikely they'd go changing something like this. WTF am I missing?

Edited by lynx
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I am rechecking oddities I found during a play through and one of them were the wolfweres in old red's dungeon, just before you get to the area with the elemental well.

 

I remember they were at the end of the corridor leading to it. LP footage confirms:

https://youtu.be/6WaaFPDT8i0?t=4m13s

 

Looking at the area (ar1202), there are no spawn points there, but there is an undetectable trap. However, even in an unmodded game, that trap runs spwngol.bcs, which gives you golems. That's what I saw ingame too. So two things are not clear to me:

1. Why are there wolfweres there?

2. Why are they there immediately, not via the usual trap triggering mechanism? They are not embedded in the area.

 

Neither the area script nor baldur does anything special. The rest interrupts give you undead and they'd be nearby anyway.

 

I am running the gog version, which is different from the video, however it seems unlikely they'd go changing something like this. WTF am I missing?

They are created by SPWNWOLF.bcs that is in the trap called Chapter 6 trap 6 (even it triggers always, not just in chapter 6) which you cross just prior opening the door near Samia. It spawns the wolves in the corridor south of Samia that leads to the deep well.

It is the one Argent77 has marked

        CreateCreature("wolfgr01",[-1.-1],S)  // Greater Wolfwere
        CreateCreature("wolfwe01",[-1.-1],S)  // Wolfwere
        CreateCreature("wolfwe01",[-1.-1],S)  // Wolfwere
        CreateCreature("wolfdr01",[-1.-1],S)  // Dread Wolf
        CreateCreature("wolfdr01",[-1.-1],S)  // Dread Wolf

Even more depending on your level.

It seems that this specific corridor situation makes them appear behind the doors and you do not see them spawn from where you step on the trigger.

Edited by Roxanne
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But you see the point parameter isn't set to anything specific and the two locations are way too far apart for this just to somehow be a result of searchmap jumping. Argent is spot on in the sense that the launch point is what does it. And the golem one has it elsewhere too.

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