make the swordsman in goblin camp immobile
issueid=5921 01-15-2018 12:32 AM
Senior Member
Number of reported issues by yhal003: 12
make the swordsman in goblin camp immobile

The swordsman triggers the trap most of the time before we get to him. This results in potential ally being killed, or, if the trap is falling door, roaming free. It would be less frustrating if he doesn't move before the door to his cell is opened.

There are other "shit happens" moments in ADOM (for example cute puppy killed by a random monster) where there is nothing player could have done to prevent them, and this is fine. However, in this instance the probability is way too high.
Issue Details
Issue Number 5921
Issue Type Feature
Project ADOM (Ancient Domains Of Mystery)
Category All
Status Suggested
Priority 10 - Lowest
Suggested Version ADOM 3.0.6
Implemented Version (none)
Milestone (none)
Votes for this feature 6
Votes against this feature 0
Assigned Users (none)
Tags (none)




01-17-2018 11:30 PM
Junior Member
Agreed; especially since the cute puppy is known to be under dire threat of death and in a cavern of hostile monsters for a while before the PC actually arrives. PCs with average Perception and Speed ought be able to at least try to intervene before the trap goes off.

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