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DF2014 Talk:Hatch cover

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Burst through from below?[edit]

I pitted an undead human maceman corpse down 1 z level into an archery target practice cell (flat 1x1 square, no ramp). Ive been unable to keep him in place as he just opens the (locked and forbidden!) gabbro floor hatch and jumps right out. The hatch is still forbidden but now reads Passable (but not captured!?). Then he easily hops over several 1 square wide trenches (again no ramps). Ive noticed a Necromancer able to hop over 1z high walls, so maybe this climbing/jumping ability is something new. Will try the pit again at 2 z deep (still 1x1 shaft) to see if that can hold him.Mesmerism (talk) 02:50, 28 October 2014 (UTC)

Update: At 2z deep, the corpse was able to climb up 1 z, but not out of the hatch, so he was floating in the shaft. I was able to get the 1z deep cell to work by locking the hatch before pitting, instead of immediately after (maybe the corpses were able to get a finger in, and pry it open).Mesmerism (talk) 04:19, 28 October 2014 (UTC)

When you're pitting enemies that can climb walls, take note that they can climb vertically, but not horizontally across a ceiling. So, when using a 1x1 pit zone, make sure you're dropping the target in to a 3x3 room. The 1x1 pit zone should located centrally above the 3x3 room. If you do this, they won't be able to climb out, not hatch necessary. Mechanixm (talk) 20:52, 1 November 2014 (UTC)


Opening Hatchs in Adventure Mode[edit]

I think is worth to add how to move up and down hatchs above ramps on adventure mode. I got stuck in a lair and came here for help. Turns out that simply pressing alt and moving to a direction do the trick. I think others players will have the same problem as mine. 187.4.211.19 (talk) 10:36, 14 December 2016‎ (UTC)

Added a section on adventurer mode movement through hatches, thanks. --Rriegs (talk) 19:37, 14 December 2016 (UTC)