Today trap fixes

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Elagneros
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Post by Elagneros »

Or make planar chests that use these uber traps. The highest chests now I think are the jeweled chests which I think are supposed to be level 20 stuff, but there's no chests in FD, Sunken, 'zons or the planes that I have seen.
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kingfatzo
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Post by kingfatzo »

Hmmmmmm ! maybe these chests could help aid in the somewhat lacking of drops i have noticed when soloing the planes -- tho it seems karma likes to deficate on me whenever possible ! :lol:
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Mr. O'Dearly
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Post by Mr. O'Dearly »

I think itd be great to have insanely powerful traps on chests in planes.
Make them so they cant be disarmed by find traps. Only the disable trap skill. These traps could be powerful enough to kill/severely damage even epic players if they have anything less than average hp. These are seasoned adventurers and should already know the dangers of opening chests.

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Netrom.dk
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Post by Netrom.dk »

Jester wrote:Sorry...
What I meant was...
Any XP penalties for being killed by a trap?
If the trap was set by a player you shouldn't loose xp, if you do send me a PM and I'll look into it.

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Nemesis Revised
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Post by Nemesis Revised »

insanely powerful traps on chests should have insanely powerful items along it. probly a bunch of level 16 items or heal pots, etc.
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Myrdyr
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Post by Myrdyr »

I've been playing with craft traps since the change. Not much to say yet, though the minor traps might be a bit too hard to make. Maybe that's the intent. They're almost impossible for a lvl 1 character to make.

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Post by kingfatzo »

Nemesis Revised wrote:insanely powerful traps on chests should have insanely powerful items along it. probly a bunch of level 16 items or heal pots, etc.
mmmmm ! thats an idea
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Celorn
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Post by Celorn »

yeah! Epic chests like in ns3.5 with some nifty (random) loot...

as for traps... i was going to test them a bit tonight, but the server went off..;/
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Myrdyr
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Post by Myrdyr »

I'll have to experiment a lot more to confirm that I'm testing the traps correctly, but it appears that some of the minor traps have very strange DCs. Minor frost trap has a DC 1 fort save?!?

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Netrom.dk
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Post by Netrom.dk »

Myrdyr wrote:I'll have to experiment a lot more to confirm that I'm testing the traps correctly, but it appears that some of the minor traps have very strange DCs. Minor frost trap has a DC 1 fort save?!?
Indeed thats correct, (but shouldn't be) I forgot to set the DCs and Damages for all frost traps, should be working after next reset.

That explains why i thought my frost traps looked a little weak.

Edit. I'll try and find time to look into the traps on chest this weekend

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Netrom.dk
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Post by Netrom.dk »

Traps should now match the area level of the chests that it is spawned on, it will still hurt, but not as much.

Lokey has redone the crafting menu.

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Post by Merrip »

I would like to know why Mr. Odeary you think these traps should not be able to be disarmed by find trap??

So many people seem to have this oppinion that they should make life harder for the mages. In my oppinion if the mage can solo those areas and clear them able to even look at these chests then there arts should allow them access to the bounty.

The mages deserve it just as much considering unless you want to cross class a pure caster is going to have trouble with high DC locks and traps without being able to use there spells.

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Post by Lokey »

Because it's Find Trap and not Find Then Disarm All Traps Within 5 Tiles of the Caster Regardless of Anything About the Caster (Bio default, not to mention every campaign has a use per day Find Trap item)? ;) Forget what I changed about it...or whether it was considering changing something about it and giving up on it.

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Mr. O'Dearly
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Post by Mr. O'Dearly »

because it makes search and disarm trap skills usefull again. Most any random person can find some way to get umd into their character. Then everyone on the server can open and disarm everthing. Rogue skills have already been hurt enough in nwn.

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Post by P. Fricebottle »

Rogue skills have already been hurt enough in nwn.
Amen!
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