Have just started playing 3.3.1 purchased through Gog
Previously had only played 1.1.1 (and last played that probably more than ten years ago)
So after many years of play I have eventually paid something for my enjoyment
Many thanks to all involved.
Am trying not to look at to many spoilers so am being especially surprised by certain changes that have occurred. One that did confuse me was trap creation. I can quite see the reason for the change but I think it has removed what could still be a useful and playable feature, controlled trap creation.
I have seen an RFE regarding Wands of Trap Creation but was thinking of something different.
Could controlled trap creation be connected to the Smithing skill ?
I have laid out an idea below (following the Alchemy idea).
Trap recipes are learnt as the Smithing skill increases.
Trap recipes learnt at:
Smithing = 50: Alarm, Light, Pit
Smithing = 60: Arrow, Spear
Smithing = 70: Water, Stone block
Smithing = 80: Corruption, Acid
Smithing = 90: Viper pit, Ceiling
Smithing = 100: Teleportation, Fireball
Recipes would include a necessary tool being equipped in the tool slot and two ingredients (I think this would mean adding the Hammer as a potential tool).
Alarm: Hammer, Iron Ingot, Whistle OR Flute OR Tambourine
Light: Hammer, Iron Ingot, Wand of Light (at least 1 charge) OR Torch
Pit: Pickaxe, 4xWooden Sticks, Blanket
Arrow: Knife OR Dagger, 4xWooden Sticks, 12xArrow (single bundle)
Spear: Knife OR Dagger, 4xWooden Sticks, 4xSpear (single bundle)
Water: Hammer, Mithril Ingot, 3xPotion of Water
Stone Block: Hatchet, Log, 12xRock (single bundle)
Corruption: Hammer, Mithril Ingot, Potion of Raw Chaos
Acid: Hammer, Mithril Ingot, 3xPotion of Poison
Viper Pit: Pickaxe, 4xWooden Sticks, any Viper Corpse (any Snake ?)
Ceiling: Hatchet, Log, Huge Rock
Teleportation: Hammer, Adamantium Ingot, Wand of Teleportation (at least 4 charges)
Fireball: Hammer, Eternium Ingot, Crystal of Fire
Any Cursed Tools or Ingredients would cause the trap to backfire.
Creating a trap this way would take a number of turns (variable for trap difficulty ?) and would therefore be interruptable.
The intention was to have the feature to create a specific trap but not with the casual ease of the Wand of Trap Creation and the underlying ordered trap layout.
Perhaps a similar skillset could be added for Door Traps and associated with the Pick Locks skill ?