Alley of Lingering Sighs (spoilerish if haven't left Hive)

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Platter
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Alley of Lingering Sighs (spoilerish if haven't left Hive)

Post by Platter » Mon May 31, 2004 3:47 am

Here's something Ash found.

The Alley of Lingering Sighs was supposed to open up once you reached the Lower Ward, so you could go directly from the Alley to the Lower Ward if you ever went back there.

It's probably not significant to any of you, but I just found out and wanted to share.

This is what it would look like.

Image
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Post by Barren » Mon May 31, 2004 4:41 am

And when does the alley actually open up in the current game? Also, can you include file names?
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Post by Platter » Mon May 31, 2004 5:27 am

Barren wrote:And when does the alley actually open up in the current game?
Never.
Barren wrote:Also, can you include file names?
It's AR0405.ARE.
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Post by Mr. Insomniac » Mon May 31, 2004 6:04 am

Not much point I guess, since once you go to the Lower Ward, the game switches to using the World Map (a la BG/IWD) to move from area to area instead.

I think I would have preferred they stayed with using maps like these, however, as was done all through the Hive in the first part of the game.

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Post by Platter » Wed Jun 16, 2004 7:52 am

More pointless info;
The True Shadows in the Fortress actually have 19 for all their saving throws. Those are the worst saving throws of virtually every creature in the game.
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Post by Platter » Wed Jun 16, 2004 11:09 am

The effectiveness of Cloudkill is based on the target's Hit Dice. In Torment's engine a creature's HD is equivalent to their level. Most/many enemies in Torment actually have a level of 0 (including all levels of Shadows and the Larval Worms and Trelons in UnderSigil)... which means Cloudkill instantly kills them.

That's why Cloudkill is so effective - the designers never really implemented level/HD for many of the creatures.
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Post by Magnus » Wed Jun 23, 2004 2:06 pm

Sounds like a bug.
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