Taken from another post I made. More to come... I have ideas for Diggle Trappists that lay down traps every time they move. (Massive memory hole.) I also thought of Clockwork Trap Dragons that breath traps around you at range. Then the traps themselves would make most here cringe. Traps that eat specific items like teleport potions and cast a long lasting antimagic on you... Traps that NegaKrong your equipped items without asking. (NegaKrongs cannot be removed ever.) Traps that spawn more traps that spawn more traps that spawn...... Yeah. Traps that send you instantly to level one. From anywhere. You get to walk back. Traps that align you to the Diggle God of Cursed Traps. (Gives you an eternal debuff that spawns traps around you regularly. Did I mention I am a cruel bastard? End quote... Anyone want to do this? I hate the idea of redundant mods, and there are several good candidates for this to be added to. Interior Dredmorating is a good possibility and fits that like a glove of fine silk. Sadly it is infrequently updated... Roguish Renovations is frequently updated though and similar in some regards to ID. FAXPAX is updated almost daily. FaxCelestis you are a crazy person, you know? These three are my primary targets for inclusion of more traps. But the question is who wants them? Or would it be a better idea to actually make a separate traps pack? Or even a few? I would like the majority of traps to be creative and unique, but some of them probably sound like I wrote them purely to piss off DavidB1111. That is not the case. The really awful traps like most of the above should probably be separate from the more common traps and put into a "Really awful traps that make you want to murder OmniNegro after you shit yourself" mod pack. I know the Beta DLC has new traps, and some of them are really good. But like everything moddable, I want *More* *More* *More*!!! Thoughts? Ideas? Feel free to bitch at me for being the jerk who suggested even more traps. Once the Beta DLC is done I intend to increase the trap frequency via my Elvish Reality TC mod. Or I may decrease the frequency and increase the danger by a factor of ten. But that would be even more of a total conversion, and would be difficult to balance. Ideally, traps would be hard to spot, all but impossible to disarm, and lethal to those who look in the general direction, much less step on the cursed thing.
I'll do it. Updates to ID are just around the corner. I've been waiting for the YHTNTEP DLC for various reasons, but today is probably my last day of patience. Not all of those traps will make it in, though. It's impossible to code a trap that sends you back to the first floor, for example. There's a few others that aren't possible, but I can catch the spirit of the idea: More and nastier traps. There'll be a ID sub-mod that focuses just on that. That idea for the Diggle God of Cursed Traps is just incredible. If I can figure out how to do it without it being too much free xp, I'm all over it.
That eternal trap spawning buff with a few go back to L1 traps thrown in would be terrifying. Are there traps that randomly mess up your control scheme so you just wander around for several turns?
There can and will be soon. There are already effects that do that in a sense, so why not trigger them from an awful trap?
r_b_bergstron... I cannot click like enough for you! I consider likes to be DiggleBucks. All my DiggleBucks for you.
Traps that scatter your weapons/shields over several tiles. (Probably not possible, but it is a good idea.) Traps that have a long ranged teleport effect. Traps that teleport you to the nearest Brax. (If one exists alive on the level.) Traps that send you up a floor every turn for five turns, aborting on level one. Traps that do no damage directly, but reduce your resistances by 10 to everything for several turns. Traps that do the corruption effect to everything you have, not just one item. (Or perhaps they just attempt the corruption effect a dozen times as it normally works.) Traps that directly kill you. (Bad idea, but it would be memorable to say the least.) I know half these ideas are not possible, and the rest may be really bad ideas. Nonetheless they are here.
Better idea: the trap doesn't deal damage, it just replaces any Diggle God buff you have with the Diggle God of Traps Curse (possibly a and debuff, but getting rid of any diggle god buff is already a big deal).
Yeah. Just having -10 or so would make all traps impossible to see unless you already had more than that. That alone would be great. It could even be almost fair if you could get something useful out of it.
Traps that force a (possibly random) transformation for a period of time (maybe add a debuff as well if it's not bd enough to lose most if not all of your skills).