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 Fix Find Traps

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Abriymoch



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Join date : 2009-02-15

PostSubject: Fix Find Traps   Wed Jun 02 2010, 21:53

Please please, PLEASE fix find traps.

Was outside the huge rock-doorway in D14, with the obelisks, saw the traps.

I cast Find traps, it said "4 traps disabled for 10 rounds!" and the red squares went away so, silly me, thinking Sarah's programming was correct, charged right in

BAM BAM BAM BAM *splat*. Didn't stand a chance. Now I have multiple body bags (Again I assumed I just made a mistake so tried again, nope) sitting in red squares that do ~700 positive damage to me each strike.

As a caster with 420HP I just can't take that kind of damage. Not only is this ridiculous but it's unfair.

Again favoring the super-high-hp-with-Pally-set builds.
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Sarah the DM



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PostSubject: Re: Fix Find Traps   Wed Jun 02 2010, 22:41

As you've discovered, find traps isn't foolproof. You have to roll a DC check for each trap in the area. If there are multiple traps, some will likely be disarmed. Others will not. As far as I recall, only the traps that are disarmed disappear for the spell duration. Traps that are not disarmed should stay visible IF you've detected them.

The D14 obelisk area has multiple layers of traps, so that would explain the situation. Going through the front door is possible, but very difficult. I have died there several times myself, but there's a path that's survivable.
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Abriymoch



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PostSubject: Re: Fix Find Traps   Wed Jun 02 2010, 23:36

But I only saw four, and the ones I saw (with 43 base search, alertness, and high intelligence brings it to around 65+) went away when the spell was cast.

They weren't disarmed.
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GPharaoh

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PostSubject: Re: Fix Find Traps   Thu Jun 03 2010, 00:42

Sarah the DM wrote:
The D14 obelisk area has multiple layers of traps, so that would explain the situation. Going through the front door is possible, but very difficult. I have died there several times myself, but there's a path that's survivable.

If i remember correctly, Obelisk traps were never disarm-able with find traps. I think i played with it at some point. Even if traps did get dispelled, Obelisks would still activate Greater Ruins.

That place in d14 you're talking about, yeah there's a survivable way around these obelisks but its too much of a bother. What i used to do was go past all these traps, activating one after another, i think even my wiz can survive one greater ruin because of my saves. Well as long as i don't activate 2 greater ruins at the same time i can get past.
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Sarah the DM



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PostSubject: Re: Fix Find Traps   Thu Jun 03 2010, 22:14

Yeah, the obelisks are not considered traps.
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Abriymoch



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PostSubject: Re: Fix Find Traps   Fri Jun 04 2010, 00:51

Then the spell still needs to be fixed as that's catastrophically misleading.
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GPharaoh

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PostSubject: Re: Fix Find Traps   Fri Jun 04 2010, 01:24

Abriymoch wrote:
Then the spell still needs to be fixed as that's catastrophically misleading.

I don't think it is because there are traps laying on the ground.
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Abriymoch



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PostSubject: Re: Fix Find Traps   Fri Jun 04 2010, 16:18

But it tells you they are disabled and even makes them not visible, when in fact they are very much there and deadly.

Hardly disabled.
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GPharaoh

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PostSubject: Re: Fix Find Traps   Fri Jun 04 2010, 21:43

Abriymoch wrote:
But it tells you they are disabled and even makes them not visible, when in fact they are very much there and deadly.

Hardly disabled.

you mean obelisks disappear after you cast find traps and you get that message confirming traps successfully disabled?
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Abriymoch



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PostSubject: Re: Fix Find Traps   Sat Jun 05 2010, 00:13

I get the message saying the traps have been successfully disabled, and the red squares disappear. I can't see them any more but THEY ARE STILL THERE AND STILL ACTIVE.
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GPharaoh

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PostSubject: Re: Fix Find Traps   Sat Jun 05 2010, 02:05

Abriymoch wrote:
I get the message saying the traps have been successfully disabled, and the red squares disappear. I can't see them any more but THEY ARE STILL THERE AND STILL ACTIVE.

EDIT:

And I get what you're saying but there are other traps than obelisks in that place. Each obelisk would shoot you once so if you keep to the right you would get hit triple times. If you go to the left, behind that rock over there, there's one trap and obelisk and that's it. disarm that trap between the rock and the cliff, keep to the left and only one obelisk would hit you there. Simply walk with "w" and heal after you get hit once, unless you can't even survive one Greater Ruin. Than sorry but I cannot help you, Use the back door.


Last edited by GPharaoh on Sat Jun 05 2010, 03:01; edited 2 times in total
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Abriymoch



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PostSubject: Re: Fix Find Traps   Sat Jun 05 2010, 02:22

Not in that area, and Find Traps only functions for traps in that area.
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GPharaoh

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PostSubject: Re: Fix Find Traps   Sat Jun 05 2010, 03:00

Abriymoch wrote:
Not in that area, and Find Traps only functions for traps in that area.

Any other place with obelisks you could think off?? maybe go there and check if it works there the same way.
The only other place with greater ruin casting off i could think off is D15 in the mistress room.
The best place would be an area with an obelisk alone, no other traps around, and see if you get message confirming successful traps disabling.
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Abriymoch



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PostSubject: Re: Fix Find Traps   Sat Jun 05 2010, 15:15

You know, I'd LOVE to, but I can't get past D-freaking-14.
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