WMoPC in Thieves Guild
issueid=5937 01-18-2018 02:25 AM
Junior Member
Number of reported issues by Kelibath: 25
WMoPC in Thieves Guild

Tried my first run through the Thieves Guild to kill Yergius today with a level 10 character - two writhing masses, at least, spawned as I was still trying to find my way through the doors.
Surely the thieves should know where their own corruption traps are and not constantly walk into them? At least not after the first time.
Plus it's nearly guaranteed one is going to turn up unless you're playing someone who can power through the doors with magic, brawn or thief skill (ie, maybe half the classes).
It's a severely massive danger boost to what is otherwise a well developed area so is a way to either remove corruption traps entirely or at least let the human-intelligence thieves stay back when they find one?
Issue Details
Issue Number 5937
Issue Type Feature
Project ADOM (Ancient Domains Of Mystery)
Category Windows 7 (Steam)
Status Implemented
Priority 5 - Medium
Suggested Version ADOM 3.0.6
Implemented Version ADOM 3.1.0
Milestone (none)
Votes for this feature 5
Votes against this feature 0
Assigned Users (none)
Tags (none)




01-18-2018 04:28 AM
Issue Changed by Kelibath
  • Title changed from Vary default spacebar option on door dialogues situationally to Mistook a bug
  • Priority changed from 6 to 10 - Lowest

01-18-2018 04:32 AM
Issue Changed by Kelibath
  • Title changed from Mistook a bug to WMoPC in Thieves Guild
  • Priority changed from 10 - Lowest to 5 - Medium

02-12-2018 01:16 PM
Issue Changed by adom-admin
  • Status changed from Suggested to Implemented
  • Issue marked as addressed
  • Addressed version changed from Unknown to ADOM 3.1.0

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