#Give upper floor dungeon walls the same "slope" ejection effect as lower ones to mitigate clipping

3 messages · Page 1 of 1 (latest)

rose kernel
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There's lots of ways to get pushed inside a wall, and currently the game leaves you wandering around inside it rather than ejecting you to the nearest available floor. We already have the ejection effect for lower floor walls, can we just reuse that?

hard grail
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that would be awesome actually

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would be a perfect solution for a recurring problem