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Author Topic: Persistent traps not allowing chests to be bashed.  (Read 1685 times)

SingASongOfDeath

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Persistent traps not allowing chests to be bashed.
« on: November 09, 2017, 11:09:32 PM »
I'm fairly certain this has already been made known, on Discord, but wanted to make sure we had a post here.

Basically, if a chest is trapped, and successfully bashed open, it can't be interacted with further. Seems to be an issue with the persistent traps.

Logically, it makes sense that a lock could be broken by brute force, and obviously, any trap would be sprung, yet with the current implementation, chests cannot be opened, after making the strength check.


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Soren / Zarathustra217

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Re: Persistent traps not allowing chests to be bashed.
« Reply #1 on: November 10, 2017, 02:22:47 AM »
Discord should generally not be used for reporting bugs, so it's good that you post it here.

Regarding the bug itself, what do you mean exactly by the chest cannot be interacted with further? Does clicking it do nothing or?


SingASongOfDeath

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Re: Persistent traps not allowing chests to be bashed.
« Reply #2 on: November 10, 2017, 03:05:40 AM »
Basically, after a chest is bashed, the chest visually opens, and the trap is triggered, but every time you try to interact with it afterwards, it simply says "Trap Triggered." in the combat log, and nothing happens. The trap doesn't activate, and the chest doesn't allow you to check the contents.


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Soren / Zarathustra217

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Re: Persistent traps not allowing chests to be bashed.
« Reply #3 on: November 17, 2017, 11:20:07 AM »
Does this now work alright?

SingASongOfDeath

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Re: Persistent traps not allowing chests to be bashed.
« Reply #4 on: November 17, 2017, 11:05:00 PM »
It seems to now be working, yes. Although, the constant triggering of the traps each bash attempt brings up a balance discussion.

(I know this isn't the place for such things.)


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Knight of Rhodes

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Re: Persistent traps not allowing chests to be bashed.
« Reply #5 on: November 26, 2017, 01:07:43 PM »
Persistant traps are additionally making doors unable to be opened, even if they are unlocked.   Tested in Hotep

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APorg

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Re: Persistent traps not allowing chests to be bashed.
« Reply #6 on: November 26, 2017, 01:39:26 PM »
Had the same issue in Ghastria and Veidrava.

In Ghastria, the trapped doors can't be opened, despite being unlocked, unless the trap is removed.

In Veidrava, the locked and trapped door been the basement of the mortuary and the salt mines doesn't open after you unlock it; instead, the trap gets caught in an endless loop of refiring, triggering every half second or second or so.

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APorg

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Re: Persistent traps not allowing chests to be bashed.
« Reply #7 on: January 05, 2018, 12:37:54 PM »
This issue yet remains, turning some trapped doors into impassable obstacles unless you have Disabled Device...

An unlocked door with a trap will not open, even when passing the STR DC check to bash it.

Can we please remove this gimmick, at least from all doors, and instead simply add more traps to dungeons?
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Always_a_hero

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Re: Persistent traps not allowing chests to be bashed.
« Reply #8 on: January 05, 2018, 03:57:15 PM »
This issue yet remains, turning some trapped doors into impassable obstacles unless you have Disabled Device...

An unlocked door with a trap will not open, even when passing the STR DC check to bash it.

Can we please remove this gimmick, at least from all doors, and instead simply add more traps to dungeons?

Some players seemed to prefer to use Gust of Wind to open unlocked chest/doors which have been unlocked but are still trapped (2nd circle spell for Bards, Druids, Wizards and Sorcerer). Although it may look like an inconvenience, it could be an interesting choice to consider for what I'll say is "the current meta". The other choice is of course a rogue which has enough gears and disable trap skill to disable what I've seen to be a max of DC 45 for traps (excluding impossible magical traps).

If that last info's too much of metagaming, I'll remove that part.
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Re: Persistent traps not allowing chests to be bashed.
« Reply #9 on: January 06, 2018, 02:10:47 PM »
I've tried to fix this; can anyone test it on the test server?