Editing Defense structures

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Because of that, trap chokepoints like this one are effective. Enemies will prefer to use the corridors rather than attempting to destroy doors as it would be more time consuming, and being unable to see the traps, they will trip them hopelessly. On the other hand, your colonists can safely pass using the door instead. Enemies cannot pass doors unless they destroy them first, or they are being held open.
 
Because of that, trap chokepoints like this one are effective. Enemies will prefer to use the corridors rather than attempting to destroy doors as it would be more time consuming, and being unable to see the traps, they will trip them hopelessly. On the other hand, your colonists can safely pass using the door instead. Enemies cannot pass doors unless they destroy them first, or they are being held open.
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==== Trap memory ====
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Hostile factions can remember the tile location of your traps for a single quadrum, so long as any survivor manages to tell the tale by escaping the map. Factions keep this information to themselves and do not share with others. This is of course, once a trap has been triggered by someone walking over it only, causing them to attempt to avoid the tile in future attacks.
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They will still walk over known trapped tiles in order to get to you, if there are no other routes available.
  
 
==== Roof trap ====
 
==== Roof trap ====

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