only 1 of the 2 containers in the camps can now be opened, no keys are found on the bad guys used to be an axe would open both not so now and my main is not a lock picker so how to open the chest in the camps
A mage with a skill above the 50 range should be able to open both chests using the magic unlock spell.
and why did it change in the first place opening the chests with an axe seemed to be ok unless its too easy and the intent is to again make the game more difficult for the avg player. it should be kept in mind that not everyone is a power player
Not to mention that the amount of magery required is 50...shown!! You can start a char with that, no need to macro a player up there.
That's all well and good but shouldn't the spawn also drop a key? I thought that was how these things worked? Axing isn't so bad a thought but it would be cool if the loot inside were decreased in that event due to 'damage'. Same goes for springing traps on dungeon and treasure map chests. But oh noes, that would just be too hard wouldn't it. :/
I suppose it does make sense someone in that group of NPC's at the camp would have a key to the locked boxes.
I believe this is already the way it is, one of the creatures (or brigands, if humanoid camp) already carry a key to the locked chest within the camp itself. I'll have to verify that to be sure though. Edit: Apparently the camps do not come with keys to chests, you will have to either pick the lock by means of lockpicking or use magery to unlock it by force.