RimWorld

RimWorld

MayoCulpa May 7, 2020 @ 10:11am
Spike trap trip chance in 1.1
I've noticed across a couple saves that spike traps are now much less effective against regular humanlike raiders. You'd expect it from "unusually clever with their tactics" raiders, but I've seen this again and again with normal ones.

Is it that Cass has just been RNG-ing me a bunch of raiders with the Nimble trait? Or have spike traps just been nerfed across the board for use against humanlikes?

https://steamcommunity.com/sharedfiles/filedetails/?id=2085429520



https://steamcommunity.com/sharedfiles/filedetails/?id=2088282111
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Showing 1-10 of 10 comments
LIMP BISQUICK May 7, 2020 @ 10:41am 
I’m gonna be annoyed if it’s true.

Please let me know if you notice your own pawns setting off the traps. I feel like that went up. Already happened twice in different spots in my game and they could’ve easily walked around. The first time, pawn instantly stepped into it right after building it. Hate it, and yes I devmode those injuries out.
Last edited by LIMP BISQUICK; May 7, 2020 @ 10:42am
MayoCulpa May 7, 2020 @ 10:49am 
Originally posted by Jibbles:
Please let me know if you notice your own pawns setting off the traps. I feel like that went up. .

I've seen that with my animals rather than colonists. Though I've been playing low resource maps recently so I have a lot less traps than I normally would on, say, boreal forest or tropical swamp. And fortunately my animals skew more towards high hitpoint creatures like elephants and dromedaries so they're more likely to survive.

I didn't think to check the raiders' traits in the 20/60 desert save in the first screenshot, but in the battle pictured 2/3 normal tribal raiders walked back and forth across four or five spike traps each as if the traps weren't there. One finally did trigger a trap and the other was shot by my colonists.

In the arid shrubland save in the second screenshot, I ended up reloading previous save. Stay-at-home colonist led that Nimble raider across three spike traps and shot him once, and still got beat down and kidnapped. Meanwhile my other colonist got the plague and her dromedary got an infection simultaneously while traveling. She had recently bought herbal meds but they both died. I've never seen a tame animal's immunity gain speed be that slow in Rough. -_-
Last edited by MayoCulpa; May 7, 2020 @ 10:51am
LIMP BISQUICK May 7, 2020 @ 11:16am 
Originally posted by MayoCulpa:
Originally posted by Jibbles:
Please let me know if you notice your own pawns setting off the traps. I feel like that went up. .

I've seen that with my animals rather than colonists.

Might just be a bug. It was only the second trap I made when my colonist instantly set it off. I usually have less than handful of tamed animals but I'll have to keep an eye on that.
Last edited by LIMP BISQUICK; May 7, 2020 @ 11:17am
Narrowmind May 7, 2020 @ 11:44am 
I think you're right. I have been using them more than I used to, and only triggered one because a colonist walked the wrong way. Not sure why. But I have seen raiders pass right over them in the beginning of the game. They don't seem to be as (un?)reliable as they used to be, depending on how you look at it.
MayoCulpa May 7, 2020 @ 12:04pm 
It's a bummer for me, because my preference is to play naked brutality with the scenario changed to have the sole colonist be tribal. I stay as low-tech as possible for as long as possible, which means a largely spike-trap-based defense setup until around year 6 or 7.

I guess I'll have to focus more on animals trained to guard since I can no longer count on spike traps.
gussmed May 7, 2020 @ 12:40pm 
I've done very well with my spike traps, and I've only played 1.1. I've had my trap-filled tunnel of death repel raids all by itself.

It's worth noting that if a dozen raiders go over the same spot, and the first one doesn't trigger the trap, raider 2 or 3 probably will.
Tomibouzu May 7, 2020 @ 1:50pm 
personally i feel traps have gotten better. It used to take 5-6 to take down a human pawn, now it feels like 2-3 can do it. Also ive gotten 0 friendly trips.

Could just be RNG in my favor though.
starbabylon May 7, 2020 @ 1:57pm 
After my pawn (last week) decided to test the spike trap twice... (and he tripped himself so amazingly great that the spike trap cracked his skull...)

I installed https://steamcommunity.com/sharedfiles/filedetails/?id=1542019602

And I never bother again with collateral damage.
Last edited by starbabylon; May 7, 2020 @ 1:58pm
kevinshow May 7, 2020 @ 2:20pm 
Originally posted by BaptismByFire:
I am a big user of spike traps and I will say that I haven't noticed any change to triggering of spike traps except for one enemy who had the nimble trait. He wal;ked over 10 or 15 and lived to tell the tale. I dont have a problem with accidental set offs due to restricting pawn zone areas. I had problems with that when I first started playing and decided to just restrict accesss to the squares with traps on.

Same here, I haven't noticed any spike (haha) in the number of traps that were triggered by colonists or friendly units.

But I did read before about raiders having the nimble trait that were able to walk through many traps without triggering them.


MayoCulpa May 7, 2020 @ 10:46pm 
Sounds like I probably got a freak RNG raid where multiple raiders had the Nimble trait!

If that's what it is that's a relief. I can just keep an eye out when the raiders first spawn, and if they've got Nimble I'll release the elephants at them :steamhappy:
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Date Posted: May 7, 2020 @ 10:11am
Posts: 10