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Author Topic: Webs, Trap Avoid, and a New Addition to the Zoo.  (Read 989 times)

Ubiq

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Webs, Trap Avoid, and a New Addition to the Zoo.
« on: September 22, 2009, 08:38:05 pm »

Just a few moments ago, the game paused itself with the SKULKING THIEF! announcement and it zoomed over to the entrance.

Apparently, I had a Kobold slip ko-boldly past the three rows of traps that guard the eastern road entering my fortress. He probably thought that he had it made right up until he came face to face with one of the two Giant Cave Spiders I have chained up right behind the fourth row of traps. The Spider promptly set off the alarm in its traditional manner by firing off a massive cloud of webbing.

Looking around, I found a whole lot of webs and no sign of the kobold at first, but then I noticed that I was now the proud owner of a kobold cage, which is going to stand alongside my growing collection of goblin cages.

Now, this might be common knowledge to everyone, but me, but it seems that webbing a creature divests it, at least temporarily, of its ability to dodge traps (which makes sense really seeing as how their limbs would be stuck together). I wonder, does this apply to every creature with trap avoid? How long does it take for this to work? If, for instance, the webbing bursts into, let's say, flame the instant it comes into contact with the creature, does it still work and render the creature trapable?

I lack the current map features necessary to check this out at this juncture, but it might be interest to somebody else.
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LegoLord

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Re: Webs, Trap Avoid, and a New Addition to the Zoo.
« Reply #1 on: September 22, 2009, 08:41:29 pm »

It should theoretically work for any trapavoid creature, although I'm not sure if temperature would affect this.  If temperature doesn't, though, it should definitely work for everything.
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Satarus

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Re: Webs, Trap Avoid, and a New Addition to the Zoo.
« Reply #2 on: September 23, 2009, 09:10:43 am »

Are you sure it was the webbing and not the spider attacking him and knocking him unconscious?
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Kietharr

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Re: Webs, Trap Avoid, and a New Addition to the Zoo.
« Reply #3 on: September 23, 2009, 06:42:13 pm »

Yes, pit the kobold and check him for wounds, if it was indeed the webs taking away trapimmune this could be an interesting way to cage large amounts of orcs or demons, though I think SoF may burn away the webs.
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Ubiq

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Re: Webs, Trap Avoid, and a New Addition to the Zoo.
« Reply #4 on: September 24, 2009, 06:30:24 pm »

Pitting of the kobold Stojungus reveals no wounds of any sort nor does the cage trap in question have any signs of kobold blood on it, which would be expected if Squiggy or Lenny had gotten hold of him. It's possible that the wounds might have already healed (though light or moderate wounds shouldn't have been enough to render him instantly unconscious; he was already in the trap by the time the screen zoomed over to the entrance), but I'm pretty sure that the save I used to test this was from the same season that I caught him. Any wound that rendered him instantly unconcious should have taken more time than that to heal.

Nor do I have Trap Avoid disabled on my kobolds. I know that for a fact as the four rows of cage traps and two rows of nine serrated glass blades and one steel giant axe blade weapon traps would have dealt with him by then if that were the case.
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