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Re: Short list and exploits
My memory is a little foggy... someone else explain it.
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Re: Short list and exploits
As I recall, Mists is the Battlefield Enchantment version of the lowly Phantom Warrior spell, with possibly an extra fog effect of some kind.
iow, for the remainder of the battle, my side, if I cast it, will _continuously and spontaneously_ generate x Phantom Warriors a turn. The bug with is that the spell will not turn off if the casting mage leaves the battle by any means other than dying. The exploit is using this bug to continuously generate units for my side of the battle. If I am defending, this means that the opponent _cannot_ win the battle. At best, he will retreat. The egregious exploit is combining Mists with any other Battlefield Enchantment that either adds fatigue (Heat from Hell) or damages (Wrath of Skies) all units. This will either kill almost all units on the map, or fatigue out (therefore effectively paralyzing) the entire enemy army, which will die when the hard turn limit is reached. I believe those are the facts of the interaction. Anyone with better knowledge, please correct me. The critical part of the problem is the very identified bug that Battlefield Enchantments will stay up when the caster retreats or teleports out of the fight. Wyatt |
Re: Short list and exploits
Are there any other spells that continuously generate units? That could be abused the way Mists is?
The only one that comes to mind is Shark Attack. That's supposedly reliant on damage being done, blood in the water. Has anyone experimented with retreating the Shark Attack caster? |
Re: Short list and exploits
Shark attack have reduced max number of sharks each turn, so it is not a problem.
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Re: Short list and exploits
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