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#1 |
Apprentice
Join Date: Mar 2016
Posts: 53
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sil-q: traps and betrayal
Hi all,
I have got issues playing the latest sil-q pull from github: - some traps like flash never(!) trigger - there are items that can "betray" you; I could not find any information on how this betrayal works - it seems that "your mind turns inward" does not show resistance to bleeding |
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#2 |
Apprentice
Join Date: Mar 2016
Posts: 53
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one more thing:
black iron weapons dont give "strikes truely" in the messages at least for easterlings. Let me know if there is a more appropriate way to post about bugs. |
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#3 | |
Swordsman
Join Date: Mar 2016
Posts: 371
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Quote:
Betrayal is meant to be a little mysterious, but I can say that rings will betray you in the manner of Isildur, and weapons and armour in combat. Betrayal will never immediately be fatal, but it may leave you in a difficult position; it will happen when you're surrounded by enemies or badly injured or facing an enemy who could kill you with one lucky blow. Traps have been weakened greatly while I work out what to do with them. They were broadly unpopular as they were, as there weren't many interesting decisions relating to them; suddenly getting screwed by a trap without warning seemed only to please a minority of masochists. I might ease some of them back in as reasons to have access to particular resistances or as a resource cost e.g. in this case cure blind. Ideal would be to have something that affects monsters and which the player can use tactically, or at least something that is restricted to various locations so the player knows to slow down and look for traps (as is the case with chests). Black iron weapons not giving the striking truly message and resistance to bleeding not showing up on self knowledge sound like bugs - I'll have a look at those! Thanks! |
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#4 |
Apprentice
Join Date: Mar 2016
Posts: 53
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Hi Quirk,
cool, thanks for your reply. I'll report on github in the future. So are some traps meant to never trigger then? I literally stepped on some dozens of times in a row, but they would never fire even with no point in perception. Thanks for keeping Sil alive! Great work! |
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#5 | |
Swordsman
Join Date: Mar 2016
Posts: 371
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Quote:
![]() Could you say anything more about what the circumstances were in which it didn't trigger? I went and looked at the traps code, and - yes, it looks like there is a bug. Looks like the addition of the Avoid Traps ego missed a check and the effect has always fired. This is rather over and above the previous trap softening! I'll get that fix in ASAP. |
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#6 |
Apprentice
Join Date: Mar 2016
Posts: 53
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It was a black iron handaxe. It was ID-ed before. Against an easterling enemy; warrior I think. I did look for the message, but perhaps I missed it.
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#7 |
Swordsman
Join Date: Mar 2016
Posts: 371
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Ah, you're aware that message appears only on the initial identification, right? This is the case with Gondolin, Doriath, Nargothrond, Final Rest as well.
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#8 |
Apprentice
Join Date: Mar 2016
Posts: 53
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#9 | |
Apprentice
Join Date: Mar 2016
Posts: 53
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Quote:
I noticed that some skeletons wont be searched with "/"+direction, instead you swing. I guess they're just empty. Another minor thing: when you throw eg a dagger, then step on it, but cannot auto-pickup because the inventory is full, there is no message. Also no "you see a dagger". Last edited by mibert; October 24, 2020 at 14:05. |
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#10 | |
Swordsman
Join Date: Mar 2016
Posts: 371
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Quote:
This happens with skeletons that have been searched already, have you seen this happen with skeletons that have not been searched? If there's an enemy on top of the skeleton you will default to attacking it rather than searching the skeleton. The enemy will not let you search the skeleton. Yeah some sort of message would be good to have in this instance. |
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