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Post by Officer Genious on Dec 11, 2013 15:24:34 GMT -5
I'm sure this is a silly question, but I'm in the Prologue where you just start to learn about traps and somehow I keep setting them off. I can disarm the ones I see (after someone steps in it), but there doesn't seem to be any advance warning, no matter how many times I used Farsight (I never get any colors for dangers, safe zones, traps, etc). Am I missing something?
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Post by Jacob on Dec 11, 2013 15:28:08 GMT -5
Same here, although Farsight is just blue even when I tap RIGHT into the Trap...
Oh, but I do get the Colors when there is Danger.
Sent from my HTC Desire C using proboards
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Post by Cory Trese on Dec 11, 2013 15:50:13 GMT -5
I'll make some screenshots or a video clip showing far sight in action for the thief and wizard. And Jacob, as we said in the other thread -- working on the AoE for Trap detection inside FS. Thanks!
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Post by slayernz on Dec 11, 2013 16:40:13 GMT -5
Trap detection via spells is a bit weak right now - unless your Farsight is reasonably high level, you will only detect a trap if you cast directly onto it.
You can "see" where traps may be by the rocks/rubble/cracks in the otherwise normal floor. Get your thief to detect traps on a square right next to one of those blemishes in the terrain and if you find a trap, you're likely going to find a few more. There are some obvious areas where the traps will be placed (again highlighted by the terrain anomalies), such as one-square-wide corridors, or right by some defensive structure (eg palisade)
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Post by Jacob on Dec 11, 2013 16:40:47 GMT -5
Ah, thanks as well. I suppose that the Video will be uploaded on YT? If so, please provide your channels name...
And: Sorry for bothering you over the last few hours. I'm just quite upset ATM.
Sent from my HTC Desire C using proboards
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Post by fallen on Dec 11, 2013 17:12:11 GMT -5
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Post by Officer Genious on Dec 11, 2013 19:05:14 GMT -5
Trap detection via spells is a bit weak right now - unless your Farsight is reasonably high level, you will only detect a trap if you cast directly onto it. You can "see" where traps may be by the rocks/rubble/cracks in the otherwise normal floor. Get your thief to detect traps on a square right next to one of those blemishes in the terrain and if you find a trap, you're likely going to find a few more. There are some obvious areas where the traps will be placed (again highlighted by the terrain anomalies), such as one-square-wide corridors, or right by some defensive structure (eg palisade) I tried selecting that way too, but nothing happened unless I tap directly on it with the trap-detection (I went through an area twice via autosave). And I get no colors via Farsight whatsoever-- just reveals rooms. o.0 But anyway, I'll take a look at the YT video when it comes.
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bobsoup
Exemplar
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Posts: 453
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Post by bobsoup on Dec 11, 2013 20:22:12 GMT -5
I've noticed there is frequently light splattering of blood on ground before traps begin... nice visual clue...
I keep moving on traps by accident even when I suspect them and have the talent open... I'm perhaps too hasty in my movements.
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Post by Karjus on Dec 11, 2013 21:20:44 GMT -5
Not sure if it was intended, but in the North Vault on the western entrance staircase to the Ratkin fort there is a trap located on a non-empty tile. It has discarded spears/arrows and debris on it.
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Post by beuns on Dec 12, 2013 9:25:06 GMT -5
I've noticed there is frequently light splattering of blood on ground before traps begin... nice visual clue... I keep moving on traps by accident even when I suspect them and have the talent open... I'm perhaps too hasty in my movements. Thanks for the heads up ! Btw you have to USE disarming touch to prevent the trap from being activated, if the talent is only open...well it doesn't do anything.
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bobsoup
Exemplar
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Posts: 453
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Post by bobsoup on Dec 12, 2013 9:29:49 GMT -5
Btw you have to USE disarming touch to prevent the trap from being activated, if the talent is only open...well it doesn't do anything. Yes... but I run on autopilot most of the time. I know what I'm supposed to do to disarm... but its a little fiddly and half the time I end up double clicking and moving onto the trap instead of detecting it. Totally a user error... I am getting better about not accidentally moving instead of disarming where a trap is.
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Post by johndramey on Dec 12, 2013 16:42:19 GMT -5
Or you can do what I do, get disarming touch up to level 3 so it gains some AoE ability and cast it at any suspicious tiles. It only costs, what, 5SP and clears out a cross shaped section of floor. If you don't detect any traps with it then its a safe bet that there are none in that area.
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Post by beuns on Dec 13, 2013 0:56:16 GMT -5
Or you can do what I do, get disarming touch up to level 3 so it gains some AoE ability and cast it at any suspicious tiles. It only costs, what, 5SP and clears out a cross shaped section of floor. If you don't detect any traps with it then its a safe bet that there are none in that area. That's a good example of different playstyle. I never spend a point in either disarming touch or picking lock but only in farsight...hence the number of trap I fall into
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Post by slayernz on Dec 13, 2013 2:55:21 GMT -5
I've only fallen into about 4 traps since the start of the prologue to where I am 1/2 way through Chapter 1. If it looks suspicious, my thief casts Disaring Touch 1 here there and everywhere. it's low spirit cost so even if I waste a few casts here and there it's minimal cost. Tami's got 203 SP, Vraes has 142, Karjtan has 356, and Kyera has 324. They rumble pretty hard when they need to
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Post by Alex Fury on Dec 17, 2013 11:54:25 GMT -5
I was just about to post a question about this. The Thief's 'far sight', so far, has never shown me any colors for anything. But has on occasion shown monsters further up. The traps have done a lot of damage, but I have been getting a better idea of where they go. And, of course, once I restart again, I'll have a good idea of where they are anyway.
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