XEEN: Mouse clicks and other actions should be "buffered"
|Reported by:||darkstar||Owned by:||dreammaster|
|Game:||Might and Magic: World of Xeen|
This is tricky to explain.
In the original game, you could already "enter" at least one action (like opening/closing a gate) while another action (for example the animation of a flying arrow, or an enemy monster receiving damage) was in progress. This action would then be executed *before* the next "turn", which was easily exploitable.
Simple example to reproduce:
Start a new game and while still in Vertigo, find a closed grate with a monster behind it (e.g. X=20, Y=1) at. In the original engine it was possible to open the gate, click the "ranged attack" button, and while the arrow was still in flight (or the monster was playing the "damage" animation), click on the main viewport again (to close the grate). The result, in the original engine, was, that the grate was closed *before* the monster got a chance to move through it, making this an easy exploit to kill enemies that were slightly over your own level without taking any damage.
I have tried to create a video to show the process