Slide87
Templar
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A.S. Roma Lover
Posts: 1,275
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Post by Slide87 on Dec 17, 2013 19:00:41 GMT -5
Well, a new talent that always warns you when u are 1square from the trap? (an auto buff for Tamlin like blacknight talent); or something similar keeping the same talents (like a more blacknight buff)
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Post by captain nemo on Dec 19, 2013 16:27:20 GMT -5
that's some interesting tips & information, hopefully it well help keep me out of some of the traps. Looks like I may need to upgrade my Detect Traps Talent too so I'm not having to pick a square to detect each trap. Kick Ass Game !!! You Guys Rock !!!
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Post by johndramey on Dec 19, 2013 17:33:29 GMT -5
that's some interesting tips & information, hopefully it well help keep me out of some of the traps. Looks like I may need to upgrade my Detect Traps Talent too so I'm not having to pick a square to detect each trap. Kick Ass Game !!! You Guys Rock !!! Yeah, I really feel like it should be stressed that putting points into Trap Disarming is definitely not wasting them. Even just a simple cross pattern for disarming greatly increases your safety, instead of having to cast the spell multiple times to make sure an area is clear I can usually test a fairly large area with just 2 casts and be 99% sure it will be clear. That being said..... just got an idea for the wish list!
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Post by sgbeal on Dec 24, 2013 6:53:10 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. FWIW: i've been playing pretty much non-stop since yesterday and i have not once seen the colors which supposedly appear for Far Sight (and i use it a _lot). Nor have i found a pattern to detecting traps - most rubble areas don't have traps, so looking for rubble is not a useful heuristic. Level up trap detection enough and it has an area of effect, but the relatively high spirit costs resp. low spirit scores mean one has to be frugal in using it.
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Post by contributor on Dec 24, 2013 10:45:44 GMT -5
It took me a while to figure out the color thing. It's actually the color of the little flamey/smokey thing that appears. It's pretty quick, but it will be different colors sometimes. At first I thought that maybe it would make the floor tiles a certain color or something, but that's not the case.
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Post by fallen on Dec 25, 2013 0:06:00 GMT -5
It took me a while to figure out the color thing. It's actually the color of the little flamey/smokey thing that appears. It's pretty quick, but it will be different colors sometimes. At first I thought that maybe it would make the floor tiles a certain color or something, but that's not the case. We could feasibly increase the length of the animation? Yes, in the case of a serious danger (enemies) the flashing of the magic is red. Otherwise, blue. At the moment, if you hit the EXACT square on which a trap is on, Green. We are working on that last part.
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Post by algesan on Dec 27, 2013 10:53:57 GMT -5
The AE trap detect does help, but so far as playing goes, pretty much it works well to just not worry about it until someone hits a trap. Why? Because if there are any visual clues for traps, I can't see them.
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Post by fallen on Dec 27, 2013 12:38:15 GMT -5
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