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Joined: Feb 2024
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sprkng Offline OP
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Anyone else also having this happen fairly frequently?

> Party discovers a trap through perception checks.
> You immediately click behind you to avoid stepping on it.
> Companions run straight to the trap and step on it anyway.

I suspect it's because they follow the first move order, and the second click gets queued up. Perhaps it could be fixed by immediately checking the pathing for all NPCs when a new trap is discovered, and just stop any character who's currently on a path over it?

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YUP, almost lost my first Honour run that way as I had two companions set off a nuke inside an ACT III basement grin

I'd prefer just increasing the detection radius since it is way too small and initiating turn-based mode when the first trap is discovered.

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Yup, it’s happened to me, and I’ve even seen multiple cartoons drawn by fans poking fun at the issue. What I have to do now is ungroup one character from my party to navigate through an area and disarm some of the traps, if I know that it’s a trap-heavy area.

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+1

Agreed. It's pretty annoying the party discovers a trap through a perception check, but companions still aimlessly wanders directly onto the trap anyways.

Last edited by CharlesJT; 09/03/24 04:08 PM.
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old hand
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Having them push you into one is also grand - I am looking at you tripwire at the secret Minthara-shrine.

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The worst thing is when you begin to disarm the trap and as the "die form" pops up, an NPC runs on the trap and you see it exploding while the dice are rolling.

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Isn't the best way to disarm a trap to run face first directly into it?

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This to me seems like a hard to fix bug, rather than a deliberate design choice.

On a related note: there are way too many traps in areas that have traps. It's never just one trap. If a place has traps, it has at least a dozen, making the disarming process just tedious. Previous BG games also had many traps, but you could easily disarm them with just one click. Here you have to make a dice roll every time (with the threat of a critical failure). It's not fun.

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sprkng Offline OP
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Of course it's not deliberate, but I think a quite simple workaround could alleviate this problem. For example if all companions just stop moving when a trap is discovered. A tiny bit higher effort solution could check the pathing of all characters that are currently moving somewhere, and only stop them if they were going walk across the trap.

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Originally Posted by BananaBread
Isn't the best way to disarm a trap to run face first directly into it?

Yes, that's Minthara's tactic to disarm traps. approvegauntlet

[Linked Image from i.imgur.com]

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Oh, a trap, wanna check it out? They just all want to have a look and like the fireworks dealer says: once it's lit, you commit (to standing right inside of it).

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I agree. It would be nice if companions could avoid pathing into traps.

*

Is it me or are most of the traps in this game surprisingly tame?

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This is one of my biggest peeves in the game. Like Shart, did you NOT just hear me?


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Yes, please. I was thinking some invisible walls around the discovered trap, until you give them directions again (if you ignore it, they can then set it off).


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