Mustard Gas Trap
The Cathedral of Attnam > General IVAN Discussion
Oct 27, 2018, 6:41 am
Is there some way to stop the burning?
Oct 27, 2018, 8:27 am
As far as I know you can only polymorph to stop burning,but you will continue to burn once you return to your original form. Although, polymorphing will give you precious time to find some healing.
Oct 27, 2018, 3:14 pm
How long does it go on for? Seems kind of overpowered.
Oct 28, 2018, 1:04 am
Chemical burn? Depends on how much time you spent in mustard gas.
Oct 28, 2018, 2:19 am
Yeah, try running out of the cloud, that will cut down the burning substantially.
Oct 28, 2018, 9:31 am
By which I think he means r'u'nning out of the cloud, as in using the keyboard command to run.
Oct 28, 2018, 9:23 pm
I spent 2 keystrokes in the gas, and it still hauntes me for 2 levels until I died, needs tweaking.
Oct 29, 2018, 12:25 pm
I usually teleport with a wand immediatly after I step on a gas trap, sometimes I don't even get damaged.
Oct 29, 2018, 1:51 pm
With somewhat above-average Agility, you can even r[u]n out of the cloud before you get damaged, just like with sleeping gas traps.
These kill me every time. There needs to be some antidote for or some way to stop the burning, or only have them generate later. Total game ender. #MustardGasSucks
They're quite annoying. The damage seems to linger quite a bit, also, even if you run out of the gas as soon as possible, at least in my experience. Nevertheless, usually with a bottle full of healing liquid you can sip a bit every time your health gets to dangerous levels and survive with no problem.
I think the red gas traps are worse (polymorph gas) because there's really no way to avoid polymorphing unless you're lucky enough to have an item that grants polycontrol, which are far rarer than healing liquid.
However, I did stay in the gas for an extra turn to kick the trap. I have noticed that the sleeping gas doesn't usually kick in unless you exit the gas and step back inside. So maybe if I had left the gas immediately I would've avoided the effect.
I do really like the addition of new trap types. Things like acid, gas, and poison immunity are far more useful than they were before. It would be great to get some new graphics for them.
Yeah the new traps are cool. Teleport gas traps are awful to get around...
I think the main "problem" with mustard gas is that it's a new damage type. Think about the other types of damage in the game:
* combat damage - healing liquid
* exhaustion - water
* fire - douse with water
* leprosy - antidote
* poison - antidote
* lost limb - troll blood
* damaged artificial limb - repair
All the other types can be fixed and healed instantly. Mustard gas introduces the first type of damage that lingers
even after it has initially been healed.
Yes, intuitively, all of us get out of the gas as fast as possible. The problem was that I would always drink the full bottle of healing liquid immediately. Which is actually a bad thing, because I don't need the full bottle to heal the present damage so it's mostly wasted, and now I have nothing to combat the lingering damage.
Now that I know better, if I keep tasting
or distribute the bottle into vials and drink one at a time, it's pretty easy to survive.
Older players probably struggle with this more because taste and vials are new features that we're not used to.
I don't think it's any worse than the instant kills of land mines. Or fire damage. We all learned from experience how important it is to find fire resistance. And now I know to carry several vials of water so that I can douse all of my equipment. Similarly, now that I know how to fight mustard gas, it's pretty easy to deal with.
However I do think we should add a new type of liquid (or possibly an ointment or salve) which instantly heals mustard gas.
That will make it easier for new players to deal with, since learning how to deal with the lingering effect can take a lot of frustrating deaths