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krafti New Kid Posts: 6 |
/difficulty
#40311 - 12/07/07 03:20 PM |
1) Set difficulty to insane via GUI 2) Go into dungeon 3) use /difficulty normal, the game will tell you everything changed to normal 4) Look at the GUI again, GUI shows insane still 5) New spawns retain insane setting* Before anyone says "duh" on #5, I'll use SC as an example. Load the dungeon under normal, and then change it to insane. Run over to Algor and he'll load as Insane rather than normal because he was too far away to spawn under the normal setting. |
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Legendrunner Veteran Posts: 702 |
Re: /difficulty
#40312 - 12/07/07 03:39 PM |
I always say: The difficulty in affected to the monsters that arent located in the parts of the dungeon you didnt explroed yet with your minimap. As soon as a new part shows up, it isnt affected by a difficulty change anymore. -------------------- LegendRunner - level 100 Ace something The Townstons Wiki Archive! - Boss of TT Dont Feed The Trolls! (Avatar) "I've become stoned by the pots, dont mind me." - Famous Quote |
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krafti New Kid Posts: 6 |
Re: /difficulty [Re: #40312]
#40314 - 12/07/07 04:09 PM |
The main part of the bug is that the gui and the commandline don't match eachother. Using the map was a description of how to see different spawn difficulties on the same map. If you wanted, you could spawn a SC map on normal, kill the first two groups and then change it to insane on Algor ![]() |
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Anson All-Knowing Arch White Ninja Posts: 82 |
Re: /difficulty [Re: #40314]
#40320 - 12/07/07 04:46 PM |
The GUI menu option will continue to show the difficulty setting that is 'saved' - changing difficulty via the /difficulty command only changes the difficulty temporarily. So the GUI menu option shows you what the permanent setting is, even if you've changed the difficulty temporarily. |
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Legendrunner Veteran Posts: 702 |
Re: /difficulty [Re: #40314]
#40323 - 12/07/07 05:00 PM |
LOL I thought this was in player guides, my bad. And thats true with SC by the way, you didnt explored the part yet at boss when killed second group, so they're affected. -------------------- LegendRunner - level 100 Ace something The Townstons Wiki Archive! - Boss of TT Dont Feed The Trolls! (Avatar) "I've become stoned by the pots, dont mind me." - Famous Quote |
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krafti New Kid Posts: 6 |
Re: /difficulty [Re: #40320]
#40324 - 12/07/07 05:07 PM |
So using /difficulty as a temp measure is an undocumented (well hidden maybe?) feature? |
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Anson All-Knowing Arch White Ninja Posts: 82 |
Re: /difficulty [Re: #40324]
#40325 - 12/07/07 05:27 PM |
Quote: In game, type "/help". Part of it reads: Quote: So it's not immediately obvious, but it isn't hidden, no. ![]() |
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krafti New Kid Posts: 6 |
Re: /difficulty [Re: #40325]
#40326 - 12/07/07 05:53 PM |
Yar, I see now. Hah. Hm. Could it be reflected when you use /difficulty then? |
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Anson All-Knowing Arch White Ninja Posts: 82 |
Re: /difficulty [Re: #40326]
#40327 - 12/07/07 05:56 PM |
Quote: Yes, when you type /difficulty by itself, the currently-applicable difficulty should be shown. |
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krafti New Kid Posts: 6 |
Re: /difficulty [Re: #40327]
#40328 - 12/07/07 06:22 PM |
Oh, I'll clarify... Currently with both ways of setting difficulty, the user is shown the same string of text. Perhaps with /difficulty it could add a temporary message. "You temporarily changed your groups difficulty setting..." |
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