| arrow tower range penalty weirdness | |
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purerogue3

 
   
Famous Hero
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posted May 02, 2026 07:48 PM |
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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

 
     
Legendary Hero
Heroes is love, Heroes is life
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posted May 10, 2026 01:20 AM |
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Hmm I don't know, Teleport behaves kinda weird in sieges too...
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purerogue3

 
   
Famous Hero
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posted May 10, 2026 01:58 AM |
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How so, pls explain - haven't played at all much, just theorizing
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Phoenix4ever

 
     
Legendary Hero
Heroes is love, Heroes is life
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posted May 10, 2026 09:49 AM |
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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

 
   
Famous Hero
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posted May 10, 2026 04:36 PM |
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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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