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Thread: Creating Traps in a controlled way

  1. #1

    Default Creating Traps in a controlled way

    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 ?

  2. #2
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    Quote Originally Posted by Rostelle View Post
    ...

    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 ?
    I like this ability to manipulate the world in greater detail. Probably way out of scope for this ADOM, would be nifty in the Ultimate ADOM?

  3. #3

    Default

    This would only be useful if monsters triggered traps logically... like the ones in Darkforge and the Pyramid don't.

  4. #4

    Default

    With megamole's edit, I think this sounds exactly in line with Ultimate ADOM

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