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Entangle

Currently, Entangle subtracts 2 movement points of the available amount on each enemy unit at the start of each new turn.
This sounds like as if the unit had 2 lower maximal movement, but doesn't work that way.

-This matches the description of the spell (unit loses 2 movement each turn).
-This causes units to be able to attack fewer times. For example a 4 move Stag Beetle would have 2 moves left but would still spend 2 moves to attack (half of the maximal 4), so it can only attack once a turn, even if not moving.
-This causes the AI to not recognize the loss of movement on the enemy units (the maximal movement per turn stat is not affected, even though the unit is slower), so it'll still decide on running or chasing tactics as though the unit wasn't any slower.
-This causes the reduction to not affect fleeing, though it wouldn't be affected anyway as fleeing uses the overland movement stat of units - combat movement is probably not safe to call after the end of combat.

So, the question is, do we keep this weird behavior, or change the spell to do "the maximal movement of all enemy units is reduced by 2" instead?
I feel the AI part is significant enough to warrant a change?
Also, is there any other possible side effect of this change I didn't notice?
Reply

(August 20th, 2017, 09:01)Seravy Wrote: Currently, Entangle subtracts 2 movement points of the available amount on each enemy unit at the start of each new turn.
This sounds like as if the unit had 2 lower maximal movement, but doesn't work that way.

-This matches the description of the spell (unit loses 2 movement each turn).
-This causes units to be able to attack fewer times. For example a 4 move Stag Beetle would have 2 moves left but would still spend 2 moves to attack (half of the maximal 4), so it can only attack once a turn, even if not moving.
-This causes the AI to not recognize the loss of movement on the enemy units (the maximal movement per turn stat is not affected, even though the unit is slower), so it'll still decide on running or chasing tactics as though the unit wasn't any slower.
-This causes the reduction to not affect fleeing, though it wouldn't be affected anyway as fleeing uses the overland movement stat of units - combat movement is probably not safe to call after the end of combat.

So, the question is, do we keep this weird behavior, or change the spell to do "the maximal movement of all enemy units is reduced by 2" instead?
I feel the AI part is significant enough to warrant a change?
Also, is there any other possible side effect of this change I didn't notice?

I didn't even notice this unintentional bug. If the effort is minor, it's worth fixing.

Reply



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