View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0012322 | Bionic Dues | Suggestion - Interface | Sep 12, 2013 10:43 am | Sep 12, 2013 10:53 am | |
Reporter | Aquohn | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.907 Start Of Alpha Round 2 | ||||
Fixed in Version | 0.908 | ||||
Summary | 0012322: Trap Avoidance | ||||
Description | It's not made very clear how trap avoidance is supposed to work. According to Chris on the forums, it's basically a measure of the maximum "level" of traps which the exo can evade. But the "level" of traps is not indicated in text tooltips. So my suggestions are: 1) Explain how trap avoidance works 2) Modify trap tooltips to contain the trap level | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
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The game already had this description of how trap avoidance works, when you hover over the trap avoidance stat: "The higher this level, the better you are at avoiding traps like mines, tripwires, and electric floors. Each of those things in turn has a level that increases by what day it is. You simply need a trap avoidance level exceeding the level of the trap in order to avoid it." But I have added this in: * The level of tiles that are relevant to have a level (locked doors, traps, and computer terminals) now shows in their name in their tooltip. Thanks! |
Date Modified | Username | Field | Change |
---|---|---|---|
Sep 12, 2013 10:43 am | Aquohn | New Issue | |
Sep 12, 2013 10:53 am | Chris_McElligottPark | Internal Weight | => New |
Sep 12, 2013 10:53 am | Chris_McElligottPark | Note Added: 0033531 | |
Sep 12, 2013 10:53 am | Chris_McElligottPark | Status | new => resolved |
Sep 12, 2013 10:53 am | Chris_McElligottPark | Fixed in Version | => 0.908 |
Sep 12, 2013 10:53 am | Chris_McElligottPark | Resolution | open => fixed |
Sep 12, 2013 10:53 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |