Search found 7 matches
Search found 7 matches • Page 1 of 1
I like the sound of most of those ideas, but I think part of the problem is that traps are a substantial feature and this is the only trait that directly addresses them. Compare to the number of traits that directly address monsters. You don't want players to have to buy this one trait as a matter o...
This could be solved by having an option to enabled/disable auto-disarming traps. A toggle mode like Stealth. thinking about it, this is a good idea if only because it means disarming a target trap is less keystrokes, but it doesn't really lend itself to actually making the trait more attractive or...
Now that I'm deeper in the dungeon, I'm regularly running into levels filled with ice blocks, and they're kind of awful. Is there a trick to breaking them that doesn't make each one basically 1d100 damage, other than Fire Aura?
Well, that still wouldn't be great because there are traps everywhere and you'd want to keep the kit for the most troublesome ones. I agree the current Trap Lore isn't that great because in most cases seeing the trap doesn't change anything; it's not like there's an alternate route and you have to s...
Fair enough. I always thought the problem was how lethal traps were, rather than how effective a band-aid Trap Lore was. I'd noticed they didn't bite as hard as they used to, but I'm not that far in the dungeon yet.
- Thu Sep 19, 2019 1:10 am
- Forum: Bug Report
- Topic: [1.5.0 FIXED] Entering Mystic Forest portal causes CTD
- Replies: 2
- Views: 2073
Always a bit of a heart-stopper when you're playing a permadeath game, but the autosave function seems to be on point. Here's my save, right next to the portal.
In the older versions, traps were serious business, but Trap Lore was a thing. In this version, Trap Lore is not really a thing, so what are we supposed to do about traps? Pit traps in particular are terrible since they strip the player of everything the level would've rewarded; healing, mana, treas...