Quote from: TynanChance to spring known traps is reduced from 2.5% to 0.4%.
This is a step in the right direction, and I can see good reasons as to why this mechanic should be kept.
However... I very much dislike things that encourage the player to learn how to exploit the AI. Meaning, right now, savvy players are constructing their bases in such a way that the player's pawn AI will always avoid said traps while enemies will still walk into them.
I think friendly trap triggering should be gotten rid of entirely, and simply replaced with a movespeed debuff for when friendly pawns are traveling over the trap. A SIGNIFICANT one, like slower than traveling over rocks.
I'm playing with a mod that disables friendly trap triggers entirely, but it would be good if there was a speed penalty associated with traveling over trapped squares to discourage long chokepoints full of traps.
Should be 0%, but enemies should be able to bypass or disarm traps if they're not currently in a state of panic, such as on fire or fleeing.
Quote from: Peng Qi on August 17, 2016, 09:29:12 PM
Should be 0%, but enemies should be able to bypass or disarm traps if they're not currently in a state of panic, such as on fire or fleeing.
I think the traps are supposed to be 'hidden', but just visible to us, the player.
Quote from: Adventurer on August 18, 2016, 06:37:45 AMI think the traps are supposed to be 'hidden', but just visible to us, the player.
Sure, but no trap is undetectable.