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Heroes Community > Library of Enlightenment > Thread: arrow tower range penalty weirdness (started by purerogue3 in May 2026)
arrow tower range penalty weirdness
purerogue3
purerogue3


Famous Hero
posted May 02, 2026 07:48 PM
Edited by purerogue3 at 23:06, 09 May 2026.

arrow tower range penalty weirdness



This is what happens if you set arrow towers to no range penalty (067242:95->00).
The colors denote 'in range'.
blue: lower left corner, is the UPPER tower
red: bottow right, is the LOWER tower
yellow: bottom right also (slightly different, less), is MAIN turret
green: out of range for all

What on earth is happening here?



Since I don't know how to change the location of the arrow towers in a more elegant way, what if we extend the penalty range from 10 to 14?

Overlapping fields of fire? 'Corridor' of safety? The starting back row (without tactics) only in range of the upper turret?

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 10, 2026 01:20 AM

Hmm I don't know, Teleport behaves kinda weird in sieges too...

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purerogue3
purerogue3


Famous Hero
posted May 10, 2026 01:58 AM

How so, pls explain - haven't played at all much, just theorizing

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 10, 2026 09:49 AM
Edited by Phoenix4ever at 09:50, 10 May 2026.

Hard to explain, try casting Teleport yourself, as an attacker or defender, at different levels of Water Magic.
The tiles you are allowed to move to, seems a bit weird sometimes.

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purerogue3
purerogue3


Famous Hero
posted May 10, 2026 04:36 PM

You need advanced for moats and expert for walls - any other bug except this you have experienced maybe?
Actually I never realized that about the moat but not walls - when would that occur, since you cannot build a moat without walls.
It's when you have a siege and destroyed the walls, but can't do anything about the moat, then go ahead with your advanced water magic+teleport. That's even more niche than standalone ballistics

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Xarfax111
Xarfax111


Bad-mannered
Supreme Hero
The last hero standing
posted May 17, 2026 04:10 PM

Phoenix4ever said:
Hmm I don't know, Teleport behaves kinda weird in sieges too...


There are gaps in the walls, so you can teleport creatures through those gaps. Only works for 1-hex creatures (aka Skeletons) and doesnt work for 2-hex creatures (aka Ancient Behemots or Chaos Hydras).

These gaps work even without Water Magic, for 2-Hex creatures you always need Expert Water to jump over the walls.
____________

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purerogue3
purerogue3


Famous Hero
posted May 17, 2026 05:16 PM

I saw this but didn't try to reproduce it - if true it's just too crazy for me to comprehend, why would someone introduce something like this when then apparent mechanics are so blunt, so lacking?
Teleport is more reasonable, because I guess they just didnt want hydras in but I remember I had skeletons once I need to get in, but maybe I just went with the documentation and didn't actually just try it.
Does the starting or destination hex matter for getting your 1hex guy through?

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Xarfax111
Xarfax111


Bad-mannered
Supreme Hero
The last hero standing
posted May 18, 2026 02:00 AM

purerogue3 said:


What on earth is happening here?




I dont get either your graphic nor your explaination.

There are gaps in the walls, where you can shoot without penalty, and there are walls that can be never destroyed and therefore always with penalty ... maybe this helps your question.


____________

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Xarfax111
Xarfax111


Bad-mannered
Supreme Hero
The last hero standing
posted May 18, 2026 02:11 AM
Edited by Xarfax111 at 02:25, 18 May 2026.

purerogue3 said:
I saw this but didn't try to reproduce it - if true it's just too crazy for me to comprehend, why would someone introduce something like this when then apparent mechanics are so blunt, so lacking?
Teleport is more reasonable, because I guess they just didnt want hydras in but I remember I had skeletons once I need to get in, but maybe I just went with the documentation and didn't actually just try it.
Does the starting or destination hex matter for getting your 1hex guy through?


Well this graphic is complete, thats what it makes so complicated. For real gameplay against humans, u may only remember some positions, for shooting to starting positions, that are 10 hex away aka full arrow shooting on opponents shooters.

But it also works for teleporting 1 hex creatures. One easy to remember position is in the moat above the gate. You can position your skels there and teleport them diagonal into the town.

Ive seen that move only once by Lexiav. Even as the opponent was a top  player he didnt "block" this teleport by moving some creatures on those specific hexes.

Edit: I found this game with 1-hex teleport (start at 1:14): https://youtu.be/-38OCuNhIMY?t=4444
____________

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purerogue3
purerogue3


Famous Hero
posted May 18, 2026 04:02 AM


I dont get either your graphic nor your explaination.

There are gaps in the walls, where you can shoot without penalty, and there are walls that can be never destroyed and therefore always with penalty ... maybe this helps your question.


I made this thread about distance penalty, which thankfully -though messed up somewhat by the 4th dimension positioning of the arrow towers in hyperspace- is fairly one dimensional and easy to understand.
The 2nd graphic i posted should show it much more clearly.. the "assumed" position of EACH of the towers is separate and off the grid to the bottow and right (by counting the distance, here 14, for which I have set distance penalty to be applied).

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purerogue3
purerogue3


Famous Hero
posted May 18, 2026 04:09 AM

Xarfax111 said:
Well this graphic is complete, thats what it makes so complicated. For real gameplay against humans, u may only remember some positions, for shooting to starting positions, that are 10 hex away aka full arrow shooting on opponents shooters.

But it also works for teleporting 1 hex creatures. One easy to remember position is in the moat above the gate. You can position your skels there and teleport them diagonal into the town.

Ive seen that move only once by Lexiav. Even as the opponent was a top  player he didnt "block" this teleport by moving some creatures on those specific hexes.

Edit: I found this game with 1-hex teleport (start at 1:14): https://youtu.be/-38OCuNhIMY?t=4444


Which is why I found it so amazing anyone in their sane mind would do this when the rest of the game is played by literal 6 year olds.
You can only remember these playing as a single-game professional streamer.
And that it is not documented (probably because it is embarassing) makes it the most ridiculous thing ever - sorry I have to edit this out of my version of the game.
It makes my 'fields of fire' and 'corridor of safety' look sane.
Man, the video of him doing it in practice is even more stupid. Thanks for the laugh.


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