Open chorby-short opened 2 weeks ago
This turned out to be very specific!
Disarming traps already have a little internal logic that prevents them from teleporting the hero's weapon too close or too far, and that check includes only treating pathable terrain from the current hero position as valid. However, if there is no valid walkable position (e.g. if the hero is in a tiny enclosed room) then the trap will simply give up and use a purely random position. Fix here is to just have the trap's effect fail entirely if there's no valid pathable position.
Not sure if you care, but considering you took provisions to prevent it being transmuted or dropped, thought you might want to know.