Becoming A Trap [v0.5.0]
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All represented characters in the game are 18+Becoming a femboy (working title for now) is a game about a young boy Austyn, who decided to travel to a parallel universe, which is highly populated with fictional genders like futanari and traps.In these realities your hero is specified as a trap, so you have no other choice than adapt.The game is free for now, but if you are interested and want to support me or the artist consider subscribing and follow: _muffin
Stone-fall, weapon and cage traps will be triggered by most hostile entities entering their tile, with the possible exception of thieves, flying creatures and other occasional fun surprises. Any unconscious creature will trigger traps, including your own dwarves. Conscious dwarves do not set off self-triggered traps.
Note that only dwarves with the mechanic labor enabled will reload cage, stone, or weapon traps. In combat situations, mechanics have a nasty habit of wanting to reload (or clean) traps when they are triggered, regardless of who or what might be near them. Forbidding traps after they are built will keep Urist McSuicide from deciding to reload a trap in the middle of a siege. Just remember to unforbid them when things calm down, so the traps are all ready for next time. Note that forbidding a trap after it has been triggered doesn't help, as the job to refill the trap has already been issued in that case, so a mechanic will carry a stone out to the trap anyway. Alternatively, simply order your dwarves to stay within a safe burrow until any threats have been dealt with. If a cage trap has captured something while forbidden and been left alone for an extended period of time (nearly a year or longer) the caged individual escapes and you will get the announcement \"Something has emptied a cage!\". If put into a stockpile or claimed, captured individuals will be prevented from escaping.
Traps can be deconstructed by pressing t to view the trap (or q, although the name of the trap will not be displayed until it is flagged for removal), followed by x to remove it. Deconstructing a trap leaves the components used in its creation on the ground around the tile. Traps destroyed by hostile action may return damaged objects.
The simplest trap to construct, a stone-fall trap is essentially a stone suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will usually not severely wound or kill most animals and enemies, but can break a bone, which gives you more than enough time and advantage to finish them off with military. The weight of the stone used in the trap affects the amount of damage the trap does, but it can be difficult to get your dwarves to use heavier stones, like galena or cinnabar, when loading the traps. Patient micromanaging from the z/stock menu and/or using forbid often does the trick.
After each use, a stone-fall trap needs to be reloaded with another stone. This is done by any dwarf with mechanic skill enabled, a task which your dwarves will see to automatically. The dwarf will generally not use the stone that just dropped, but a new one (would you want to put your hands on that gory mess). Being that stonefall traps do not alert you of ambushes when triggered by hidden invaders* (the way cage traps do), and automatically trigger a \"reload\" job, this can frequently lead your mechanics into peril. You can make your mechanics' lives a lot easier and longer if you disable that labor during sieges or burrow them away from the enemy.
Before you write off stone-fall traps as worse versions of weapon traps (see next), note that weapon traps require you to have previously made, found, or traded for weapons, making them more of an option somewhat later in the game. A stone-fall trap only requires a mechanism and a stone.
Weapon traps are similar in nature to stone-fall traps, and are triggered when any hostile creature steps on the trap. They contain between one and ten weapons, and can inflict grievous injuries. However, it takes time for the trap's weapons to trigger; enemies who move quickly across the trap may survive unscathed, as the weapons will not hit a creature which has moved off the trap.
When placing the trap you will be asked for a type of mechanism as normal, then asked to select weapons to use. The quality of a trap's mechanism influences the attack rolls of its weapons.[1]. At this point you will get a list of all stockpiled weapons in your fortress. +- will select different weapons and pressing \"Enter/Return\" adds 1 of the selected weapon to the trap; you can expand the selection to choose more carefully. Up to 10 weapons can be put in each trap and all weapons in the trap will attack at once when it is triggered. When happy with your weapon selection press d to set the trap.
If you add a crossbow* to a weapon trap, you must also include bolts. One bolt (per crossbow) will be fired each time the trap is triggered, and when those run out, the trap will signal a \"reload\" order. A crossbow without bolts will not fire.
These \"trap only\" weapons have all the material property advantages and disadvantages that normal weapons have, though they're massively less durable. It should be noted that the trap weapons are larger than normal dwarf weapons, meaning they should be more effective than normal weapons made of equivalent materials. When triggered, this trap will \"attack\" the creature with all the weapons available to it, normally doing massive damage. This can also be very messy if the trap is loaded with cutting weapons, often creating an explosion of blood and dismembered body parts. Using blunt weapons reduces the mess somewhat, and you may wish to strategically place a Dwarven Bathtub nearby. See Trap component for a full discussion.
The triggering creature will defend from the trap's attacks just like from a dwarf's, by jumping away, dodging and blocking. This can be used in your favour if the trapped tile happens to be surrounded by pits.
Cage traps are different from the other trap types in that they do not directly kill or injure invaders. Instead, they capture the creature that triggers them in a cage. Despite the unfortunate lack of violence, this is still very effective as it completely neutralizes the target so that it can be dealt with later. After a creature is captured, it's stored in an animal stockpile if the current standing order is set (o-a). The trap will then be reset by hauling an empty cage to the trap's location. This is done automatically, as in, during a siege, by any dwarf with the Mechanics labor enabled. Cage traps will also alert you to ambushes when triggered by hidden invaders, making them a useful forward defense mechanism.
Cage traps are also useful for catching wild animals. This can be done by simply placing traps in areas where wild animals roam (this does not require a dwarf with the trapping labor enabled). The captured animals can be tamed (and sometimes trained into war animals!) at any animal training zone. See Animal trainer for more on training animals.
In the process of taming a wild animal, there is a chance that seeds will be left in the cage. Dwarves only load empty cages into traps. One way to remove the seeds and make the cage usable again is to dump them. First look at the cage in your Animal stockpile, then highlight the seed and press Enter to look at the seed, then press d to dump the seed.
The material a cage is made affects indirectly the speed at which it is assembled into the trap. Heavier cages take longer to assemble. The more skilled a dwarf is in the Mechanics skill, the less time he takes to assemble the cage.
With exception to the latter, cage material has no effect (beyond weight for hauling, value of finished trap, and the fact that elf merchants will get angry if the cage is wooden). A glass terrarium is just as strong as a steel cage.
As with most traps, if a dwarf goes to sleep or is knocked unconscious over a cage trap, it will be triggered and the dwarf will be trapped. Unlike usual creatures, a caged dwarf can starve or die from dehydration.
If you simply want upright spikes on a tile, placing the upright spear/spike trap does not require a mechanism and it does not require the Mechanic labor. Static spikes only require 1 to 10 spears or spikes. Without a link, the trap will not operate, but can still do additional damage to anything that falls on that tile (see below).
Linking it to a lever or a pressure plate will require a mechanism and must be performed by a Mechanic. Linking the spikes to better quality mechanisms increases the chance to hit the target. Retracting the spears/spikes does not require space in the z-level below the trap. Spike traps do not jam.
At the risk of stating the obvious, if you plan to recover the bodies or goblinite left by victims of an automated spike trap, you should also plan some way to turn them off during that recovery. Or not.
An often overlooked ability of an upright spike trap is that it also inflicts damage on a creature that falls onto it while it is deployed. And since they are built in the deployed state they can be quickly built to make a pit trap more lethal, without the need for extra mechanisms. However, you will still need some way to cause your victims to fall onto the spike from above in the first place, and the pit must be more than 1 z level deep for the spikes to cause damage.
All of the above traps other than Upright Spear use mechanisms in their construction. The quality of the mechanism used impacts weapon traps beyond their value. However, in weapon traps the mechanism quality seems to act similarly to weapon skill in an entity and will play a part in determining whether a strike lands. Code analysis suggests that mechanism quality also impacts the effectiveness of stone fall traps, though it has no effect on cage traps. 59ce067264
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