Permanent allies and traps


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Ziggurat Zagger

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Joined: Friday, 8th February 2013, 12:00

Post Thursday, 5th February 2015, 13:49

Permanent allies and traps

It looks like allied zombies and mushrooms never step into known Zot/Shadow traps but happily step into tele/alarm traps. Why? Just because the former are permanent (don't disappear after being triggered) and the latter are one-time only? It's kind of annoying.

Swamp Slogger

Posts: 138

Joined: Saturday, 4th August 2012, 07:07

Post Thursday, 5th February 2015, 17:35

Re: Permanent allies and traps

Sandman25 wrote:It looks like allied zombies and mushrooms never step into known Zot/Shadow traps but happily step into tele/alarm traps. Why? Just because the former are permanent (don't disappear after being triggered) and the latter are one-time only? It's kind of annoying.


I think it's more on the lines of "Zot/Shadow are far worse effects on the player." Realism has been sacrificed for playability.

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Sandman25

Ziggurat Zagger

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Joined: Tuesday, 10th January 2012, 19:49

Post Thursday, 5th February 2015, 18:05

Re: Permanent allies and traps

The question is why do they step into tele or alarm traps.

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duvessa, Sandman25
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Shoals Surfer

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Post Thursday, 5th February 2015, 18:47

Re: Permanent allies and traps

crate wrote:The question is why do they step into tele or alarm traps.

They're saying "Look how much fun it would be to have teleportitis and shoutitus, master!"
"If the world's a stage, and the people actors, then who the f**k has my script?"

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Ziggurat Zagger

Posts: 11111

Joined: Friday, 8th February 2013, 12:00

Post Thursday, 5th February 2015, 18:49

Re: Permanent allies and traps

eharper256 wrote:
crate wrote:The question is why do they step into tele or alarm traps.

They're saying "Look how much fun it would be to have teleportitis and shoutitus, master!"


Are you sure about shoutis? Isn't it Mark status for the allied monster?

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