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UPDATE: Lair Lockouts Disabled, Trap Limits, Trap Retrieval

Posted: 16 Aug 2017, 22:56
by Mooncalf
The lair lockouts system has been permanently disabled on Path. This was the system which prevented you from going to ground after attacking a target and hiding in one of your properties.

The reason this has been disabled is PVP changes are happening which will make the game fairer overall, and fortresses more feasible to assault. The first of these changes is the trap limitations change.

You might have noticed that from any square containing more than 1 trap, the excess traps have been returned to your inventory for now. This does not include cameras or sensor alarms. Traps will not weigh anything for now, to give people a chance to organise their inventories in light of the traps being returned to them.

You will now be unable to place more than one offensive trap in any given square. Cameras and sensor alarms do not count towards this change at all, and continue to work as normal, which means you can have a square with a camera and a trap AND a single sensor alarm in it, but not more than one offensive trap.

To make it easier for property owners, there's also a new function on the property owners control panel (the key symbol which shows up when you're in your lair) which allows you to instantly recover all of your traps in the area at once. This will allow you to re-plan your trapping system in light of the trap updates.

One last change: sentry NPCs are also now slightly less effective. Only 3 zombies / wolves / skeletons will attack a target per square, and only 1 of every other kind of NPC that attacks on sight. This amount is a total, so if you have 3 zombies and a fadebeast in a square, only the zombies will attack; likewise, if you have 2 zombies and a skeleton and 2 wolves in a square, only 3 of those will attack. This change does not apply to cops, hitmen, and thieves, it only applies to summoned NPCs.

All in all, the aim of these changes is to make hiding it lairs once again feasible after you strike an enemy with skirmish attacks, but at the same time makes it so that hiding isn't alway going to ensure your safety. This should make the PVP more about fighting and less about hiding, and might create some scenarios where the unexpected happens.

There will also soon be some updates regarding how you character acts while skirmished offline. This will further improve PVP in Path (and possibly Blood, if it happens in Blood), and will make it so that ganging up on an offline person is less certain to succeed or go the way the attacking party wants or expects.