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Showing results for tags 'Traps'.
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I would love to see 3 different turets added a early mid and late. game early game could be a thisel or arow turet. then there could be the upgraded variant useing ruber and stuff. And finally a catapult that would thro rocks early game and exspoive stuff late game.
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Hi I've accidentally commanded 2 party members to disarm trap and this caused both of them starting to disarm it simultaneously, both disarmed it successfully and for both actions I received the trap item in the inventory. When I tried this intentionally with all 5 party members standing around a trap this also worked like a charm - got 5 trap items from a single trap.
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Hi, I just went to the Sandswept Ruins (southwest island of the world map) and entered the room with the altar that's sourrounded by flames. Because I'm wearing Rekvu's Scorched Cloak plus an injury (which turns all burn damage into healing and makes you basically immune) I thought I'd try and just step on the flames. I injured although I received 0 damage. I suspect that all traps will show that behaviour: causing injuries even though they can't deal any damage?
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The thread title pretty much describes the bug. I'll trigger a particular trap (a trapped sarcophagi at around the midpoint of the room) in the Copperlane Catacombs and the visual and audio effects will just endlessly trigger, causing a drastic drop in FPS. The trap itself seems to have no effect, sometimes I'll get a combat log notice that the character was interrupted but otherwise no attack is made/rolled and no damage is ever dealt. The bug happens every time this trap is triggered even after shutting the entire game off and loading a save. I haven't looked to see if other traps in the are
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Hey guys, Would anyone else like the ability to make discovered traps incorporate into the path finding, so that your characters can't accidentally set off traps they've already been discovered? (Or make this a setting we could turn on at least?) This seems like it shouldn't be too hard to implement, and it would be quite helpful imo.
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I am doing my second playthrough and though I usually disarm traps the pathing sometimes causes me to run over one beforehand. I have noticed traps I activate do significantly more, like 180 damage from a sunlance trap that read ~50 damage(combat log doesn't even say it crits). When I have tried to use traps the generally hit for their described amount. Is this some mechanic I am not aware of to make them more threatening to the PC or is there some reason I am getting destroyed by them?
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This seems to get progressively worse until it takes about a minute to disarm traps. The game stutters more and more when disarming traps until eventually it freezes for 10-20 seconds. This only happens when disarming traps, and the only issue I'm experiencing. The rest of my computer seems to continue normally (ie: a video, or audio continues playing while this stalling happens).
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Hello people. I would like the community's help on a matter. I want to pick a class and i just can't decide which.I'm torn between a few because they each have some of my prefered playstyles. I like to use tactics and outwit my opponents. I liked the Shadow class from Dragon Age Origins.It has stealth,illusions,bombs and different poisons,basicly loads of fun. I tend to like summoning classes that are more active.Think WoW's warlock and Titan Quest's Spirit. I just want a fun,active and skillfull playstyle.So,that being said,i've reduced my classes to the following: 1.Rogue
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I started a game with my PC as a fighter. I have picked up the companions who are a chanter, priest, fighter, ranger, and wizard. I'm running into problems of being unable to open locks. I'd rather avoid wasting gold on custom characters if I can help it. I checked the wiki and there isn't a rogue companion. I just reached Defiance Bay but I still have some quests at Gillded Vale. Who is the best companion to train as a lock picker and trap dectector?
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- lock picking
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Quote from J.E.Sawyer (full post), emphasis added: That part in italics seems misguided, for a very simple reason: Disarming traps and picking locks is a Mechanics skill check. Therefore, reaping all XP rewards will require a Mechanics-focused character in your party. None of the other sources of XP require specific skill focus. Between bestiary, exploration, and quest/objective rewards, together with carefully-designed levels, progression should be plenty frequent without forcing players (or at least "power players") to max Mechanics. That skill's plenty desirable without binding
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With Mr Sawyer abolishing pre battle buffing, as it had got a touch out of hand especially at high level, one is forced to wonder whether we'll still have the opportunity to actively prepare for combat. Traps, positioning, item enhancements, use of consumables etcetera. In short will we be able to try and win the battle before it occurs, as Tsun Tzu advises? Personally i'm a great fan of this, and believe in taking advantage of everything one can do to diminish risk. Indeed in AD&D this was one of the strengths of the system, manipulating random dice rolls in ones favour through clever
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Right, load up your rucksacks with iron rations, spikes, rope, flasks of oil and holy water. Oi, you at the back? Have you got a 10' pole. No? Oh, you've been eaten by a giant spider. If you don't get this then don't worry. There is always time. Getting to the point, folks have discussed the influence of Planescape (or 'Wordscape' as we call it here at The Schloss Monte) and BG2. Not so much about the shimmering palantir of win that is Icewind Dale. The influence of this game should be obvious: Dungeons. Can we please have a massive, just-for-the-sake-of-it mega-dungeon? One that m
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- The voice of reason
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(When I was playing Fallout 2 I remember thinking: "cool, I'm going to get a car sometime. Will I see it move?" I knew the answer would be negative, but I enjoyed wondering. In BG1 I was very glad whenever I saw any animation, as small as it was, but watching a video of a flying Wyvern only to find out it had go around the lake to attack my party. PS:T had some few but awesome animations. IWD had a few animations at the ending, and the fact nothing in Nature moved because all was frozen served as an acceptable excuse. In BG2 there were some improvements, but most of it was static too. Then IWD
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