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fix the spike traps please.

ovaltine74ovaltine74 Member Posts: 0 Arc User
edited June 2013 in Bug Reports (PC)
They root you forever. People have told me that it is my responsibility to design my quests around game bugs. That is not the way I see it at all. Either fix the root effect or remove it.
[SIGPIC][/SIGPIC]
NW-DMIME87F5
Awaiting a serious response from the developers on the abuse of the review system by other authors.

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Post edited by ovaltine74 on

Comments

  • kwequakwequa Member Posts: 0 Arc User
    edited June 2013
    Ha.I thought it was a "special" trap on a foundy quest last night. Stuck and got but kicked!! :D IN FRONT OF FINAL BOSS!
    [SIGPIC][/SIGPIC]
  • ovaltine74ovaltine74 Member Posts: 0 Arc User
    edited June 2013
    In case any developer reads this and feels it is a low priority bug, it is not low priority. By not fixing this problem or putting it off, you are forcing foundry authors to work around the bug. Or you are causing poor foundry reviews because of a bug that is blamed on the author.
    [SIGPIC][/SIGPIC]
    NW-DMIME87F5
    Awaiting a serious response from the developers on the abuse of the review system by other authors.

    Video Preview
  • meedacthunistmeedacthunist Member Posts: 3,085
    edited June 2013
    Actually, it's problem with all traps. If more than roughly 50% of the height of their geo is hidden in floor they can't be reached nor disabled by TR. Goes for scything blade as well, though it's most annoying with spike trap as it has this stun effect.

    I do have working and not bugged spike traps in my quest but it's very tricky to use them in dungeons. All tilesets except for small cave have floor slightly higer than Y=0 so traps needs to be placed at Y = 0.3, 0.4 or 0.5. Otherwise it's bugged. Of course it needs to tested with every trap placed so it's a royal pain in the... >_>
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