Well, new traps are coming. I have some bugs in new code, so they don't want to be placed properly, but it doesn't looks like real trouble.
So, there would be two types of traps, standard roguelike traps, you trigger them and they hit you with negative effect (bolt, gas, fire, curse etc) and active traps, like huge serrated discs moving around the room, big hummers and axes in corridors continuously working all over the time and huge boulders, Indiana Jones style, activated by something etc.
When finished they could make your day, even without any monsters in the dungeon.
New traps would be a bit exploitable, NPC AI don't know how to avoid traps, yet.
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