Addon: No Traps

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Mithril
Archmage
Posts: 327
Joined: Fri Oct 01, 2010 5:43 pm

Re: Addon: No Traps

#16 Post by Mithril »

Canderel wrote:Moved to addons...
Seems to still be in "General Discussion".

Canderel
Sher'Tul
Posts: 1252
Joined: Mon Nov 24, 2003 2:31 pm
Location: South Africa

Re: Addon: No Traps

#17 Post by Canderel »

I think it worked this time... I struggle to do this type of stuff via the phone. Apparently.

lobe
Wayist
Posts: 22
Joined: Tue May 17, 2011 4:24 pm

Re: Addon: No Traps

#18 Post by lobe »

Oh man, I absolutely LOVE this addon. My blood pressure is not rising nearly so much now when I explore.

Mithril
Archmage
Posts: 327
Joined: Fri Oct 01, 2010 5:43 pm

Re: Addon: No Traps

#19 Post by Mithril »

marvalis wrote:Teleportation trap would pretty much guarantee an escort death.
This can obviously be solved by for example not allowing teleportation traps on those levels or giving 100% teleportation resistance to escorts.

marvalis
Uruivellas
Posts: 683
Joined: Sun Sep 05, 2010 5:11 am

Re: Addon: No Traps

#20 Post by marvalis »

Resistance would not solve anything, because when the player gets teleported, it still means 99% chance that the escort will be dead by the time you find your way back. No traps generated on an escort level might be a good idea (even when there are no teleportation traps in the game).

Grey
Loremaster
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Re: Addon: No Traps

#21 Post by Grey »

Short range teleports would be fine and add some tactical element.
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bricks
Sher'Tul
Posts: 1262
Joined: Mon Jun 13, 2011 4:10 pm

Re: Addon: No Traps

#22 Post by bricks »

Trap IDing could use some touching up, too. ToME's pretty open about information in general, so it's odd that seeing an enemy step on a trap doesn't automatically ID it for you. Stranger still that, without the trap detection skill, player characters can never acknowledge loose rocks.
Sorry about all the parentheses (sometimes I like to clarify things).

tiger_eye
Perspiring Physicist
Posts: 889
Joined: Thu Feb 17, 2011 5:20 am

Re: Addon: No Traps

#23 Post by tiger_eye »

darkgod wrote:OMFG tiger eye you are my hero!

eeviac
Low Yeek
Posts: 7
Joined: Wed Aug 15, 2012 2:49 pm

Re: Addon: No Traps

#24 Post by eeviac »

Thanks so much for this addon!

tiger_eye
Perspiring Physicist
Posts: 889
Joined: Thu Feb 17, 2011 5:20 am

Re: Addon: No Traps

#25 Post by tiger_eye »

:)

By the way, this addon should work for pretty much any ToME release, but you may need to toggle "Show incompatible" in the addon screen for it to show. I figure I'll update this addon for specific releases once the game is out of beta.
darkgod wrote:OMFG tiger eye you are my hero!

tiger_eye
Perspiring Physicist
Posts: 889
Joined: Thu Feb 17, 2011 5:20 am

Re: Addon: No Traps

#26 Post by tiger_eye »

Updated for b42 (nothing changed except automatically being validated for b42). If you are already using a version of "no traps", there is no need to update:

http://te4.org/games/addons/tome/no-traps/no-traps-2
darkgod wrote:OMFG tiger eye you are my hero!

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