The inability to hide was actually a problem for me in a multiplayer game, incidentally--I'd intended to scuttle a besieged fortress by telling the researchers there to flee and leaving only one scout there, holding a bane venom charm. But my scout could not hide, so I made him sneak the charm into another province instead.
Of course, now that I know about this limitation, it probably won't ever significantly trouble me again. It's not hard to work around.
Quote:
Originally Posted by Edi
So in a way it is WAD because I don't see any way to close that loophole unless units with assassination are required to have stealth the same way you can't mod units with holy magic unless they also have the sacred tag.
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Hm well that sounds fine! Wouldn't that be fine? I mean, assuming as always that it's trivial to implement the change, which it presumably (as nearly always) is really not.
When
would it make sense, fictionally, for a non-stealthy assassin to exist? I can imagine there being a sort of "defensive turret" unit that would have the assassin ability (without help from magical items), due to its possession of an extremely long-range sniping weapon, like maybe a bow that fired Seeking Arrows. ...Except then it would be hard to justify actually putting the unit on the battlefield during an assassination attempt, because it would be firing from inside the fortress. Hm okay that makes no sense after all.
Well, what about some kind of a "monster of the castle" that could magically hunt down any prey it chose... but only when it began within its home and power source, the fortress? Haha magic justifies anything. I think that could work!
I'm just playing around with these ideas, you understand. This message is not a bug report (or a feature request).
