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Editing v0.31 Talk:Trap
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From 40d that is not correct. Did this change?--[[User:Kwieland|Kwieland]] 18:18, 15 June 2010 (UTC) | From 40d that is not correct. Did this change?--[[User:Kwieland|Kwieland]] 18:18, 15 June 2010 (UTC) | ||
− | + | (I'm new at this wiki editing stuff I'm afraid, sorry if I don't format this right.) | |
− | + | Actually I'm fairly certain it was wrong that spike traps didn't damage things that fell on them in 40D as well. It wasn't actually 40D but I remember back when DC's combat reports worked a creature falling onto a deployed spike did indeed take a hit from the spike before it hit the ground. I cannot locate the quote, but I recall Toady specifically mentioning he built that into their functionality when they were implemented during the 2D to 3D update. And I recently confirmed it to still be the case in version .31 prompting me to make the edit. I've had dwarves accidentally fall into a pit that has a spike at the bottom, and it generates a one like combat report of the "spinning" spike striking the target before they hit the ground. It should actually be easy to test now, if folks don't believe me. Dig a pit 2 or 3 tiles deep put a spike trap at the bottom and pit some animal in there. That should generate a combat report of the animal hitting the spike. EDIT: Located the quote. "falling damage and corpse impalement for unretracted spike buildings" from the devlog, 10/16/2007--[[User:Greiger|Greiger]] | |
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== Stonefall == | == Stonefall == | ||
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Cage traps require a certain skill to reload. It is either mechanics or masonry (I'm assuming mechanics but haven't been able to verify yet since my traps aren't being used atm). Would be nice to include this in the article. | Cage traps require a certain skill to reload. It is either mechanics or masonry (I'm assuming mechanics but haven't been able to verify yet since my traps aren't being used atm). Would be nice to include this in the article. | ||
:I'm 99% sure it's mechanics. I'll edit it in, someone correct me if it's wrong. --[[User:Kyle Solo|Kyle Solo]] 19:42, 15 June 2010 (UTC) | :I'm 99% sure it's mechanics. I'll edit it in, someone correct me if it's wrong. --[[User:Kyle Solo|Kyle Solo]] 19:42, 15 June 2010 (UTC) | ||
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==taming== | ==taming== | ||
I'm not sure who put the "taming isn't working" notice up, but I have tamed mountain goats caught in a trap in my latest fort. What evidence are you basing this on? Has anyone else not been able to tame creatures? Remember '''some''' creatures (with [PET_EXOTIC]) require the dungeonmaster (who seems to never turn up at the moment) to tame. | I'm not sure who put the "taming isn't working" notice up, but I have tamed mountain goats caught in a trap in my latest fort. What evidence are you basing this on? Has anyone else not been able to tame creatures? Remember '''some''' creatures (with [PET_EXOTIC]) require the dungeonmaster (who seems to never turn up at the moment) to tame. | ||
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