#friendly traps

1 messages · Page 1 of 1 (latest)

potent idol
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OK so hear me out
It'd be like a mix of throwing items, and qand of warding in a way
You'd toss em on the ground and they would take up a space, and when an enemy steps on one they take damage and get a debuff
They spawn as unarmed items, but they are armed when thrown by the player
There would be
Barbed wire (applies bleeding and/or cripple)
Bear trap (roots the enemy and applies crippled afterwards)
Banana peel (applies vertigo for 2 turns then stuns)
Boulder (when hit, moves in the opposite direction of the hit like the rocks during gnoll geomancer)

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There are probably some other really good ideas

drifting lily
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but enemies dont step on traps....

spare mural
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They do step on plants tho, so maybe they can use that behaviour

stark sequoia
# drifting lily but enemies dont step on traps....

Considering the enemies are in the dungeon long before you arrive, they probably memorised the floor already and found the traps beforehand. If you arm and set new ones they wouldn't notice them at first, and have plant logic like Steyr said.

drifting lily
stark sequoia
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oh yeah. Idk the enemies just tiptoe around the trigger or smth

drifting lily
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Just dont overthink it. there are a lot of mechanics that are unlrealistic or dont make sense

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enemies will also not go through a hidden door that the player has discovered

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stranger still, fire and explosions cant destroy doors you havent noticed

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its stone until it aint

potent idol
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It would be easy to just have the enemy pathing not factor in the traps to make triggering them easier

drifting lily
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like all traps?

stiff marsh
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Aren't these just new types of plants