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Moat does not stop the troops #471
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Currently moat is working. Any walking creature, that steps into moat, stops. And can enter castle only the next turn. |
I can confirm that the issue isn't reproducible anymore. Can we close it? |
Sure, we are talking about non-flying troops. |
Thank you! I will try to look into the code tomorrow |
@Killbrum |
Before I start. I see that moat has some sort of additional feature. So the code says next:
is it some sort of fheroes feature/additional config? |
Hello @Killbrum, In the original game, the moat information window indicates that the troops are slowed down and become more vulnerable to attacks. In original game: In the original game, during combat, troops end their movement when they enter the moat. Maybe @idshibanov could have more information about this. The information text for the defense of the castle regarding the moat currently in fheroes2 (-3 to creature defense and halved movement) is one of my proposals for the previous fheroes2 project, but it does not seem to have been fully implemented in the previous project since troops do not suffer a movement penalty to get out of the moat; for the -3 defense penalty, I did not check either. Since this proposal changes the original way the game works, it should only be included as an option. In fheroes2: |
Thanks a lot for the great explanation! @LeHerosInconnu could you confirm that fheroes implementation works correctly according to fheroes description? We have two choices here:
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So, I did some tests. In the original game, the defense of the troop in the moat is reduced (but this is not shown in the creature info window) because the Rangers do more damage when the troop is in the moat (2 damage when the troop is not in the moat, and 3 damage when the troop is in the moat). In original game: In fheroes2 currently, troops in the moat do have a penalty of -3 in defense, but their speed is not reduced as indicated. Troop of Champions: Defense Skill "11" outside the moat and Defense Skill "8" in the moat. Troop of Champions: Speed "7" outside and in the moat. In fheroes2: Normally with the proposal, the speed should be halved (same effect as the Slow spell). For the current fheroes2 project, the intention is to stay as close as possible to the original game at first (at least until version 1.0 of fheroes2). So for the moment, fheroes2 does not work as shown in this screen (for halved movement), and at the same time, with the new fheroes2 project, this should be an option. So there are two possibilities: :)
"The moat reduces by 3 the defense skill of any unit." Instead of: "The Moat reduces by -3 the defense skill of any unit and slows to half movement rate."
"The Moat reduces by 3 the defense skill of any unit and slows to half movement rate." |
Hi @Branikolog , could you please verify this issue? |
@ihhub |
The issue is gone. Troops cannot walk over the moat freely anymore. |
When a unit is caught in a moat tile it must spend the rest of the turn moves.
Edit:
Currently a creature, stopped by a moat can move over it next turn in any direction.
Creature should be able to move only for 1 cell, while walking over moat.
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