Anyone else struggle opening those bandit doors that trigger alarms? I have characters with over one hundred wits, engineer, and theif just to see if I can pick it, but I still fail more often than not.
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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?