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#178, "Trap Ingredients"
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I am not sure if my other request got in or not as I typed it on my phone, so sorry if it is a repeat, but I didn't see it get rejected or approved.
But is it possible to see what traps are still there, by doing a look rather than having to leave and come back, or even a you notice such and such trap has dissolved. Would also like to be able to look at them and see trap with xyz ingredient is armed.
Secondly, can we keep from a lot of the higher level/better traps from being tagged as magical? It would make a village thief more viable. I know of at least four "good" free traps that are all listed as magical, which may have been something overlooked?
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Zulghinlour | Sat 05-Jan-13 04:53 PM |
Member since 04th Mar 2003
9792 posts
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#275, "Santa Zulg partially abides"
In response to Reply #0
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>But is it possible to see what traps are still there, by >doing a look rather than having to leave and come back
Done
So long, and thanks for all the fish!
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#283, "RE: Santa Zulg partially abides"
In response to Reply #1
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For the other stuff, did you not like the idea or not have time to do it? If the latter, I will just try and remember it for next year.
Thanks for all you do.
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Zulghinlour | Sun 06-Jan-13 08:32 PM |
Member since 04th Mar 2003
9792 posts
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#285, "RE: Santa Zulg partially abides"
In response to Reply #2
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>For the other stuff, did you not like the idea or not have >time to do it? If the latter, I will just try and remember it >for next year.
Because of your ideas I implemented the ones that seemed beneficial to the class the way we designed it.
As for running through every item (in this case trap ingredients) in the game and checking some criteria is not something I really ever want to do. So long, and thanks for all the fish!
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