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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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