Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Strive: Conquest

A successor to first Strive For Power game, currently at alpha stage · By Strive4Power

Bandit treasure troves

A topic by Kaito707 created Apr 27, 2023 Views: 462 Replies: 4
Viewing posts 1 to 4

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.

Even with multiple (modded) classes that give lock picking and trap disarming, I've never managed to open that door.

(1 edit)

I remember two times only when it worked, and I had lower stats than when I made this poast. Both times the rewards were pretty lack luster. I would hope you could get circlets, never seen a pale crown.

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?  

I think it is random and not based on any characters lockpicking ability. And the EXP from the guards is better than any treasure I've found.