Solasta: Crown of the Magister

Solasta: Crown of the Magister

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Madscientist Nov 30, 2022 @ 2:25pm
cannot disarm trapped chest
If there is a trap and a chest in the same place I can only select the chest and not the trap. While playing lost valley campaign without mods, once I disarmed the trap when selecting the chest and once I could only trigger the trap when interacting with the chest. I don´t think its random. In the case where I disarmed the trap I continued without trying again. In case I triggered the trap I reloaded several times and I always triggered the trap without a chance to disarm it. The chest that always triggered the trap was in the final room of the research complex with the special prisoner. I discovered the trap during the fight in this room in case this matters.

expected behaviour: When there is a trapped chest players should always be able to chose if they want to try to disarm the chest or if they want to try to open it. Usually players will try to disarm first but I think you should have the choice.
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Showing 1-8 of 8 comments
DiceWrangler Nov 30, 2022 @ 5:19pm 
In tabletop D&D 5e it might have a "Glyph of Warding" cast on it. A glyph is a magical trap -- and not a mechanical trap that can be disarmed -- so it must be dispelled. I say "in tabletop" because I do not know if Glyphs exist in Solasta. . .
Cartesian Duelist Nov 30, 2022 @ 5:41pm 
Originally posted by DiceWrangler:
"in tabletop" because I do not know if Glyphs exist in Solasta. . .

They do, and I recall running into a couple in the Lost Valley campaign.
Madscientist Dec 1, 2022 @ 1:04pm 
I could disarm every other trap in the game so far.
If there are traps that cannot be disarmed with thief tools, there should be some kind of message, else players will be confused whats going on.
DiceWrangler Dec 1, 2022 @ 2:06pm 
In tabletop, you could use "Detect Magic" to find magical wards from a distance (30 feet) or the Investigation (INT) skill -- instead of Perception (WIS) -- to find them by carefully inspecting an area.
Madscientist Dec 1, 2022 @ 3:01pm 
I do not remember how I discovered the trap. (What kind of skill was used).
The trap looked like any other trap in the game (red square on the ground).

Normally, you have the disarm icon for traps and the open icon for chests.
If chests and traps are in the same square you only get the open icon, not the disarm icon.

In older DnD computer games, where disarm and lockpicking were different skills, you could chose what you want to do, e.g. right click it to get a context menu. This was definitely true in NWN1+2.
I'm betting you're talking about the swampy area outside the rebellion base. There is a janky trap in that area which, when you click to disarm, will cause the character to path to a spot on the other side of the trap which can only be accessed by walking across the trap. I do recall seeing a box in that location that was locked and trapped but interacting only removed the lock which caused the trap to go off upon opening. And if I recall correctly, the log showed that damage taken was caused by a glyph.

I haven't seen this happen anywhere else in either LV or CotM, so I suspect it's just a bugged box and not an issue with skills.
Last edited by Cartesian Duelist; Dec 1, 2022 @ 3:31pm
DiceWrangler Dec 1, 2022 @ 3:44pm 
^^^ That's an important point about traps: Traps can only be disarmed from a specific square so, if your pathing to reach that square just happens to pass through effect (red) area, you will accidentally trigger the trap!

(like my half-orc barbarian is fond of saying "Me gud at disarming dem traps, see!")
Madscientist Dec 2, 2022 @ 7:22am 
Originally posted by Cartesian Duelist:
I'm betting you're talking about the swampy area outside the rebellion base. There is a janky trap in that area which, when you click to disarm, will cause the character to path to a spot on the other side of the trap which can only be accessed by walking across the trap. I do recall seeing a box in that location that was locked and trapped but interacting only removed the lock which caused the trap to go off upon opening. And if I recall correctly, the log showed that damage taken was caused by a glyph.

I haven't seen this happen anywhere else in either LV or CotM, so I suspect it's just a bugged box and not an issue with skills.

I could open the chest you talked about without triggering the trap even though I could only select the chest, not the trap. My trap/lock guy is a ranger with the lowlife background. Do they get evasion in 5E so maybe I triggered the trap and avoided the damage???

The chest I could not open without taking damage is in the research facility lowest level in the room where the special prisoner and also a normal prisoner is held.
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Date Posted: Nov 30, 2022 @ 2:25pm
Posts: 8