


And built upright spike traps on each tile to either side of the walkway in the moat below. Aside from the wide drawbridge-covered main entrance, build one or more one-tile-wide floor paths over the moat, then build a one-weapon trap on each tile. You don't need to fill it up yet, either. The Long Walk Off A Short Pier: It's not a proper fortress until you have a decent moat along your walls, so I'm taking that as given. Here are a few ways to bring these facts together in fun and interesting ways to cause many, many enemy fatalities: Once you have magma furnaces going, and an on-map source of sand, green glass upright menacing spikes and green glass serrated discs are essentially free.An enemy that makes its reflex saving throw and dodges the trap automatically moves into an adjacent untrapped tile - even if the only tile matching those criteria happens to be over empty air.A trap that 'merely' removes a limb or cuts through enough tissues to cause fatal blood loss won't need to be cleaned for the next victim to come across it A trap only becomes "stuck" if it fatally injures something - IE, when the wound is immediately fatal.This means that it will choose a trap-studded one-tile-wide suspended floor path that leads almost straight into the fortress over an open corridor that's significantly longer to walk through.Its pathfinding routine is essentially clairvoyant when it comes to routing, but it doesn't see traps.On that note, you can significantly improve your fort's security by keeping a few facts of the AI in mind and mechanics in mind: As mentioned in the comments, bridges are useful - keep them lowered normally, but raise/retract them during sieges or when an ambush is detected (On that note, patrols and watchtowers help a lot to spot an ambush before it knocks on your door).Īnother major help are staggered walls - a few twists and turns in their path won't annoy the traders unduly, but breaking line of sight early and often makes enemy archers much less threatening (given that their ranged fire tends to amount to 70% of my total casualties on average if I don't make sure I can take them out of the equation, this is a big consideration).
