I will try to list all the issues with traps in this thread, as some of them may be possible related...
One trap per party member
[problem] It seems there is some limit, like one trap per character, or so. When a party member plants the second trap, the first one disappears without triggering. There is no warning about it.
In most cases, traps remain when each of them is placed by a different character (sufficiently far away - see the next bug report).
[how to reproduce] Place two traps by one party member.
[expected behaviour] If the one active trap per character limit is truly intended, then the disappearing of the first trap needs to be dealt with or at least warned about. For example, automatically return the former trap back into the party's inventory.
Question
ushas
(BBv435, linux)
I will try to list all the issues with traps in this thread, as some of them may be possible related...
One trap per party member
[problem]
It seems there is some limit, like one trap per character, or so. When a party member plants the second trap, the first one disappears without triggering. There is no warning about it.
In most cases, traps remain when each of them is placed by a different character (sufficiently far away - see the next bug report).
[how to reproduce]
Place two traps by one party member.
[expected behaviour]
Edited by ushasIf the one active trap per character limit is truly intended, then the disappearing of the first trap needs to be dealt with or at least warned about. For example, automatically return the former trap back into the party's inventory.
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