Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

if I'm interpreting the code right, every armory (there are a few different variants) seems to have half a chance of being a normal lock, and half a chance of being alarmed.  (I agree that I also seem to hit the alarm on almost every armory, though I have gotten into them before--I don't recall on what version though.)

The "difficulty" of armory locks should be such that a character with the Thief class and 100 Wits should succeed every time, but it looks like if it's alarmed, the alarm *always* goes off regardless of the lockpicking check.  @Strive4Power Am I interpreting the code correctly?  I'm looking at locks_data (in enemydata.gd) for the lock types/difficulties, and lockpick_attempt() in InteractiveMessageModuleAnimated.gd for the alarm behavior.  If so, is this the intended behavior?