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Author Topic: Sneakiness  (Read 529 times)

Mount

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Sneakiness
« on: April 04, 2009, 01:24:21 pm »

Again, I'm not at my gaming computer so I can't look this up in the files..  I know that thief-type critters will sneak, and only become "uncloaked" when passing within a certain range of a player-creature (guard dogs, workers, etc)  It's become standard practice for me now to post a pair of guard dogs chained in 1x1 niches on either side of a 2-wide hallways (so ANYWHERE they can possibly will still leave a their half of the hallway guarded).  I can't recall anything being stolen from any internal stockpile since I've started this:  the hounds always sniff out the thief and either tear it to shreds or chase it away.

It made me wonder, are thieves always trap-avoidant, or only while they are stealthed?  If I fill my 2-tile-wide hallway with traps and put the dogs deep inside, will the thieves sneak past the traps, get decloaked by the dogs, and then trigger the traps as they run back out?

Albedo

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Re: Sneakiness
« Reply #1 on: April 04, 2009, 01:36:52 pm »

Related question - can thieves get past "locked" doors?  (They ~are~ thieves, after all...)

Even one dog in the middle of a 3-wide hall rarely missed them, it's a great strategy.  Don't want to put them too far out near the entrance/exit - give the li'l bastids a chance to get in a ways first, where they can be dry-gulched by your entire crew the moment they appear on radar.  A longer entry corridor (duly trapped, of course) is not a bad trade off, security for a few extra steps for haulers.
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Sphalerite

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Re: Sneakiness
« Reply #2 on: April 04, 2009, 02:07:38 pm »

Kobolds will run right over traps, even after being detected.  I have a long entrance hall full of weapon traps ending with three dogs on chains.  Kobolds routinely sneak down the corridor, get detected by the dogs, and then run back out right over the traps without setting them off.
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Smew

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Re: Sneakiness
« Reply #3 on: April 04, 2009, 02:31:37 pm »

Kobolds have Trapavoid, they can avoid any and all traps.
Goblins do not have trapavoid, and will be caught by traps whether they be hidden or not.
Thieves can indeed get past locked doors, by lockpicking them or bashing them down(adventurers can do this as well.)
Though I think only kobolds can do the lockpicking thing, not sure.

pokute

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Re: Sneakiness
« Reply #4 on: April 04, 2009, 03:10:43 pm »

I usually connect to my depot with three one-tile-wide hallways that has door-chained-pet-door setup, which is my only connection to the outside.

And no, they avoid traps stealthed or not.
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Mount

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Re: Sneakiness
« Reply #5 on: April 04, 2009, 03:45:12 pm »

Related question - can thieves get past "locked" doors?  (They ~are~ thieves, after all...)

Oh yeah, I can definitely confirm this.. one of my early fortresses was in a cold area, and a kobold thief picked the locked door to my aquifer, let out a TON of water, which immediately turned to ice... trapping said little green twerp inside the pipe.  I PULLED ZE SVITCH to flood the pipe fully, but by then he had picked the door to the maintenance hatch, let himself loose into my fortress, and basically caused me to flood an entire Z-level.   >:(

Albedo

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Re: Sneakiness
« Reply #6 on: April 04, 2009, 06:11:21 pm »

Sounds like having a more narrow hall for "normal", and a 3-wide for when the caravan shows up might be a plan.

Thieves can indeed get past locked doors, by lockpicking them or bashing them down(adventurers can do this as well.)
Damn adventurers.  Like vermin.

Gotta go - I suddenly feel the need to build some 1-tile walls.
« Last Edit: April 04, 2009, 06:13:13 pm by Albedo »
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