Buggy Morghouls Pit Fall Traps

Started by NightyNightSleepTight, October 20, 2022, 12:26:47 AM

Previous topic - Next topic

NightyNightSleepTight

They're guaranteed to kill PCs who falls prey to the bug; the bug has incredible reach (got hit by it three steps after climbing out of a pit); they ruin the experience for PCs who end up struck by them, and then those players end up crawling to the DMs begging for mercy/salvation.

Suggestions:

-Just get rid of them.
-Replace them with non pit fall traps (paralyzing acid goo, slowing, poison gas)
-Have the drop point be in some place beyond the line-of-sight of any spawning goblins, i.e., in a small room around a corner behind a clickable transition
-Convert the pit areas into optional areas with extra loot chests/garbage searching placeables

I love cats

I once stepped on the trap and got taken to the farthest room and even under invisibility was swarmed and couldn't move. I had to use an absurd amount of blur invis and healing to stay alive while my party eventually rescued me. Change these annoying pit traps.

LoveLess

Even a band-aid might be good at this point for at least Morghouls and the Mongrelwoods transition from the Weald, which is the two locations this bug seems to constantly occur.  Seems to be exclusively a pathfinding bug and not an actual weird teleporting. Calculating the difference between the trap triggerer and the trap itself, should solve it...

    if(GetDistanceBetween(GetEnteringObject(), OBJECT_SELF) > 5.0f)
        return;


.. but I cannot be sure if it would help because I have never been able to forcefully reproduce the trigger bug to test any of this...