Magical trap detection should be rarer
Some tweaks to mundane trap detection
There should be a new selection of traps
Some monsters should create traps
A.
- Rod of Trap Detection is a deep item
- Scrolls and staffs of trap detection are more expensive
- The mage spell can only detect magical traps
- The priest spell can only detect traps within LOS
Some tweaks to mundane trap detection
- Searching now either works or it doesn't - once you have searched a space once, there is no added benefit in searching it again
- With high Perception, you have a % chance of passively detecting traps nearby
There should be a new selection of traps
- Pits - always visible, can be found anywhere
- Mishaps - not visible, can be found anywhere particularly in shallow levels. Minor effects such as spoiling food, dimming your light, waking up nearby monsters.
- Deadfalls, blade traps and alarms - not visible - found at intersections, in the bend of a corner, and in spaces that are totally surrounded by walls and secret doors. With careful play you should never need to step on one of these traps.
- Inscriptions - not visible - found on the walls of rooms - affect you if you stand orthogonally next to them. Again these should be avoidable with careful play.
- Turrets and dart traps - visible - found in the middle of a large room or of a long straight corridor. They zap you if you come within eg 2 spaces. If you light the dungeon enough you should never need to get hit by one of these.
- Runes of Protection - not visible - found anywhere in the deeper levels. Monsters can step on these but you cannot.
- Cells - not visible - found in solid rock. If you dig into the cell, the nearby rock is removed and monsters are summoned into the space.
- Cave-ins - not visible - created when you dig out a space. Every time you step onto the cave-in subsequently, there is a % chance of an earthquake effect. This feature makes the use of ASCs a bit more problematic.
- Vault traps - found in vaults and other hand-designed rooms. Each ^ symbol has about a 20% chance of being a trap (just to keep you guessing). These include nasty traps such as teleport away, levelport, make nearby permanent walls disappear.
- Caches - found in dead ends, in corners, under rubble, and in some vaults. If you search in the right place, you may find a treasure.
Some monsters should create traps
- Rogues and gnomes should drop traps behind them as they walk
- Mages should create Runes of Protection under their feet
- High level mages should be able to surround themselves with Runes, or create traps around the player
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