Crossfire Mailing List Archive
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: Traps and doors



In message <199408160609.JAA09840@gandalf.it.lut.fi>, Tero Haatanen writes:

>  - match map difficulty to traps 'level'
>    Currently seems that even most easiest maps have sometimes
>    very deadly traps.

  An effort was made to do this.  Please say which traps are too hard?

>  - same with poison needles and map difficulty. My 6th (or 8th)
>    level warrior died almost immediately after got poisoning 
>    one of those :(.

  Don't screw with poison needle traps.  Some traps are too hard and
shouldn't be messed with.  Break the door with a golem, or a spell
like comet.  I see no reason why *every* trap should be able to be
disarmed safely....

>  - Players should get experience only first time when a trap 
>    is detected. This seems more like a bug than a feature. 
>    (Just finding a trapped door and keeping search key pressed
>    is little too easy way to get exp ;)

  fixed.  Patches off to mark soon.

>  - Seems that high level players get more exp than low level
>    players for finding the same trap (I might be wrong about that). 
>    Amount of exp should be depending on trap's level not players
>    level (work same way as getting exp from monsters).

  Traps and their difficulties vary from dungeon to dungeon.  Traps
in more difficult maps are deadlier and are worth much more experience.
Trap experience never depends on the level of the disarmer.

>  - The failed disarm try should sometimes detonate the trap.

  Also fixed, patches soon.  Dunno what happened, the flag which
turned on the detonations for a failed disarm wasn't on.

>  - Maybe players should get more experience of disarming traps?

  The amount of exp for finding a trap is different from the amount
for disarming one....  If it isn't bigger, I'll make it so.

>  - Is there any way putting untrapped chests and doors in the
>    maps? Haven't tried to overwrite a randomitems field, but
>    at least editor doesn't seem to support it.

  Nope.  The treasurelists for chests and doors have random traps in it.
However, you get more treasures from trapped chests....

>  - Maybe some traps should not activated if door is opened 
>    using a key?

  Why should the rune/trap on a door recognize a skeleton key?

>  - Overall trapped doors seems little too common currently
>    although this is a good way to test them.

  It's also a good way to teach people to search for traps.  But I see
your point.  Someone with a low dex is going to have a very hard time
with traps.  Modify the probability of a door being trapped in 
lib/treasures if you want.

  The fixes I promised are in public ftp, soda.csua.berkeley.edu
pub/crossfire/trap_fixes.tar


PeterM