The Bard's Tale Trilogy

The Bard's Tale Trilogy

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lailoken Aug 17, 2018 @ 11:41pm
Traps in Dungeons, why can we not disarm them? (Solved)
So we can see the traps in our minimap after doing it, but I cannot see how you can avoid them.

1. Stepping beside it and casting trapzap does nothing.
2. We have no was to find traps with the thief or disarm them.

What do people do? I hate the fact I have a change of being stoned by the same trap I see everytime in the catacombs.

EDIT: added that this was solved, in case anyone else finds the same issue. Next time I will test more than once before posting :P
Last edited by lailoken; Aug 18, 2018 @ 12:31am
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Showing 1-15 of 21 comments
Tyler Durden Aug 17, 2018 @ 11:46pm 
You have to be on one square in the cardinal directions beside it, then cast trap zap. It's always worked for me. There's also Levitate.
Dweemish Aug 17, 2018 @ 11:53pm 
trzp should take out any trap in the 3 squares in front of you. has been working for me
huffadopolis Aug 18, 2018 @ 12:10am 
Originally posted by Tyler Durden:
You have to be on one square in the cardinal directions beside it, then cast trap zap. It's always worked for me. There's also Levitate.
levitate can still activate traps 25% of the time , better than 100% but not a bug if you get hit
lailoken Aug 18, 2018 @ 12:15am 
Originally posted by Dweemish:
trzp should take out any trap in the 3 squares in front of you. has been working for me

I stood to the East (one square) of the trap in the Upper Left quadrant of the Catacombs map (Lv1). Cast TrapZap and then proceeded to watch my whole party get poisoned.
lailoken Aug 18, 2018 @ 12:27am 
Okay, done some tests. Three traps have now been successfully zapped, though I have always been facing it. I think in the first time (that triggered this message) I was not facing the trap. So I am going to test that out and see if there is something weird going on.
VoidEngineer Aug 18, 2018 @ 12:40am 
Originally posted by huffadopolis:
Originally posted by Tyler Durden:
You have to be on one square in the cardinal directions beside it, then cast trap zap. It's always worked for me. There's also Levitate.
levitate can still activate traps 25% of the time , better than 100% but not a bug if you get hit

I don't recall this always being the case. Didn't it provide immunity to traps originally? I'm not a fan this 25% business. I don't have SOSI yet so I'm constantly getting my party killed by essentially unavoidable traps.
Tyler Durden Aug 18, 2018 @ 12:45am 
I haven't been hit by a trap with levitate on.
VoidEngineer Aug 18, 2018 @ 1:06am 
Originally posted by Tyler Durden:
I haven't been hit by a trap with levitate on.

I have. A lot. In the catacombs.
SpectralShade Aug 18, 2018 @ 7:51am 
Originally posted by Skjarl:
Originally posted by Tyler Durden:
I haven't been hit by a trap with levitate on.

I have. A lot. In the catacombs.

me too. it's pretty annoying.
with major levitate on I am supposed to not waste spell points on those dungeon traps, but when my paladin gets stoned by a basilisk snare because 'hey, that spell you thought helped you didn't work this time' then it gets a bit annoying.
VoidEngineer Aug 18, 2018 @ 8:09am 
Originally posted by SpectralShade:
Originally posted by Skjarl:

I have. A lot. In the catacombs.

me too. it's pretty annoying.
with major levitate on I am supposed to not waste spell points on those dungeon traps, but when my paladin gets stoned by a basilisk snare because 'hey, that spell you thought helped you didn't work this time' then it gets a bit annoying.

I got it straight from one of the developers that it's only supposed to give you a 75% chance to avoid traps. That's also what the tooltip for the spell says. I don't know if that's new behavior or how it worked originally though.
SpectralShade Aug 18, 2018 @ 8:26am 
Originally posted by Skjarl:
Originally posted by SpectralShade:

me too. it's pretty annoying.
with major levitate on I am supposed to not waste spell points on those dungeon traps, but when my paladin gets stoned by a basilisk snare because 'hey, that spell you thought helped you didn't work this time' then it gets a bit annoying.

I got it straight from one of the developers that it's only supposed to give you a 75% chance to avoid traps. That's also what the tooltip for the spell says. I don't know if that's new behavior or how it worked originally though.

well it's causing me to have reached a point where I just quick save before moving over a space with a known trap now.

Getting hit by basilisk snare and having my paladin turn to stone (have happened too many times to count now) while Major levitation is active is just not something I can accept having to walk back to the temple for. The levitation spells are there to make sure you don't need to cast trapzap every time you want to move through one of those spaces, but if you need to cast trapzap anyway to avoid one of your partymembers being out of the game until a temple, then the point of the levitation spell evaporates.

So now I just quicksave and reload if the levitation spell fails.

edit: The description of the spell says (and said) that >gravity< was partially negated, causing you to float over traps. The partial was a referal to you not flying off and away over the rooftoops. Trap avoidance should not be "partial".
Last edited by SpectralShade; Aug 18, 2018 @ 8:28am
VoidEngineer Aug 18, 2018 @ 8:45am 
I understand why you do that. You also have the toption of casting a Trap Zap spell to disable anything you come across except for darkness/smoke/spinners I think.
Null Aug 18, 2018 @ 8:48am 
From what I can tell, if you use the Trapzap BEFORE you fly over a trap with Levitate, it will disarm it.

If you try to use the Trapzap AFTER you have flied over the trap with Levitate, it will not do anything at all. Which is either a bug, or a really stupid design decision that should not be a thing.
SpectralShade Aug 18, 2018 @ 9:27am 
Originally posted by Skjarl:
I understand why you do that. You also have the toption of casting a Trap Zap spell to disable anything you come across except for darkness/smoke/spinners I think.

doing so would negate the reason to use levitate in the first place
VoidEngineer Aug 18, 2018 @ 9:46am 
I agree with you. The whole mechanic needs a re-think.
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Date Posted: Aug 17, 2018 @ 11:41pm
Posts: 21