- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
Difference between revisions of "v0.34:Trapavoid"
(prevent transcluding rating & version) |
m (Rated article "Superior") |
||
(2 intermediate revisions by one other user not shown) | |||
Line 1: | Line 1: | ||
− | + | {{quality|Superior|20:40, 17 April 2013 (UTC)}}{{av}} | |
− | + | <onlyinclude> | |
Creatures with the [[Creature token#T|TRAPAVOID token]] cannot be affected by normal [[trap]]s, and do not set off [[pressure plate]]s. By ignoring a large part of some players' [[defense guide|defenses]], such creatures can be difficult to deal with. | Creatures with the [[Creature token#T|TRAPAVOID token]] cannot be affected by normal [[trap]]s, and do not set off [[pressure plate]]s. By ignoring a large part of some players' [[defense guide|defenses]], such creatures can be difficult to deal with. | ||
− | + | </onlyinclude> | |
==Common trap avoiders== | ==Common trap avoiders== | ||
* [[Kobold]] | * [[Kobold]] | ||
Line 18: | Line 18: | ||
===Web or loss of consciousness=== | ===Web or loss of consciousness=== | ||
− | Trapavoiders become vulnerable to traditional traps when they are [[web|webbed]] or [[unconscious]]. One can take advantage of this, usually to [[cage]] the uncageable, by building traps in a [[ | + | Trapavoiders become vulnerable to traditional traps when they are [[web|webbed]] or [[unconscious]]. One can take advantage of this, usually to [[cage]] the uncageable, by building traps in a [[silk farm]] or by building a [[construction|constructed floor]] on top of a [[support]] and surrounding the area under it with traditional traps-- what is known as a [[cave-in]] trap. |
===Trap by rule-out=== | ===Trap by rule-out=== | ||
Line 25: | Line 25: | ||
{{Category|Traps}} | {{Category|Traps}} | ||
{{Category|Tokens}} | {{Category|Tokens}} | ||
+ | {{Category|Creature attributes}} |
Latest revision as of 20:40, 17 April 2013
This article is about an older version of DF. |
Creatures with the TRAPAVOID token cannot be affected by normal traps, and do not set off pressure plates. By ignoring a large part of some players' defenses, such creatures can be difficult to deal with.
Common trap avoiders[edit]
- Kobold
- Gremlin
- Forgotten beast
- Titan
- Demon
- Werebeasts (in werebeast form only)
Trapping trapavoiders[edit]
Despite the difficulty in trapping trapavoiders, it's not necessary to rely on your military to defeat them. Several special trapping techniques can be used instead.
Spike trap[edit]
Retracting spike traps can be used against trapavoiders as easily as against any other creature. Of course, such traps need to be triggered somehow, either by lever, or by a repeater of some sort. (Any other manually triggerable trap design can be used instead.)
Web or loss of consciousness[edit]
Trapavoiders become vulnerable to traditional traps when they are webbed or unconscious. One can take advantage of this, usually to cage the uncageable, by building traps in a silk farm or by building a constructed floor on top of a support and surrounding the area under it with traditional traps-- what is known as a cave-in trap.
Trap by rule-out[edit]
The very fact that trapavoiders are unable to set off pressure plates allows one to build special traps to catch trapavoiders. By building a pressure plate set to be triggered by all weights, including civilians, you can be relatively certain that anything that doesn't set off the pressure plate is a trapavoider. Designs based around this concept can route civilians and trap-vulnerable creatures one way, and divert everything that doesn't trigger the pressure plate through another corridor-- perhaps one filled with retracting spikes connected to a repeater.