General observation: the trap/door changes really slow down movement through the dungeon. These changes elevate facing and avoiding traps to be a major, frequent part of the game. While the new traps are interesting, I'm not sure "trap-band" is such a great game. I'd make them much less frequent, or put them in much less important places than corridor intersections.
I haven't experimented enough to know, but I'd hope that something that is so intrusive on the player experience would have an equal effect on monsters. What's the point of having a "disable"-only spell if once the trap re-enables, it doesn't impede monster progress by at least a few turns? If vaults are going to remain absolutely stuffed to the gills with traps, I'd think that monsters within the vaults would be practically immobilized...
I haven't experimented enough to know, but I'd hope that something that is so intrusive on the player experience would have an equal effect on monsters. What's the point of having a "disable"-only spell if once the trap re-enables, it doesn't impede monster progress by at least a few turns? If vaults are going to remain absolutely stuffed to the gills with traps, I'd think that monsters within the vaults would be practically immobilized...
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