Simultaneous application of slowing and weakening poison IMPLEMENTED
Simultaneous application of slowing and weakening poison IMPLEMENTED
I tried to apply both poisons on my archer and shoot. The target suffer only from weakening poison. Does it work correctly and archer can cause only one poison and order of them matters? Or it is bug and opponent should suffer both of them simultaneously?
Pugh, Pugh, Barney McGrew, Cuthbert, Dibble, Grub.
Re: Simultaneous application of slowing and weakening poison
Didn't test it on melee units. Maybe the same problem is with regular herbalist poison also.
Pugh, Pugh, Barney McGrew, Cuthbert, Dibble, Grub.
Re: Simultaneous application of slowing and weakening poison
Currently in the engine weapon effects (any effects that are applied along with unit attack) are set to be excluding each other.
I added code change request to allow multiple weapon effects.
I added code change request to allow multiple weapon effects.
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Re: Simultaneous application of slowing and weakening poison
i am not sure, in AOF we have a warrior with flame and thunder sword effect isnt that set to be addable?
btw: in this case (pisoned weapon) is more "realisic" to have only one poison on a blade.
btw: in this case (pisoned weapon) is more "realisic" to have only one poison on a blade.
Re: Simultaneous application of slowing and weakening poison
I just tested in AoF.
Warmage gets [burning weapon] after using enchant burning spell. It gets [slowing weapon] after casting lighting weapon spell.
But he looses * weapon effect that was casted first once second is used. Regular effect is still shown, but doesn't do anything.
Warmage gets [burning weapon] after using enchant burning spell. It gets [slowing weapon] after casting lighting weapon spell.
But he looses * weapon effect that was casted first once second is used. Regular effect is still shown, but doesn't do anything.
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Re: Simultaneous application of slowing and weakening poison
Yep. Exactly as endru mentioned.
On-hit effects do not stack with each other.
If you ever make a unit with for example burning, slowing 1, poison and some other on-hit effect (all 4 passive and exist on same unit) than only 1 of them will always work and apply its effect.
Other effect will apply that only if conditions to apply effect 1 are failed.
On-hit effects do not stack with each other.
If you ever make a unit with for example burning, slowing 1, poison and some other on-hit effect (all 4 passive and exist on same unit) than only 1 of them will always work and apply its effect.
Other effect will apply that only if conditions to apply effect 1 are failed.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Simultaneous application of slowing and weakening poison
ok, so it is bug then:
- unit has 2 or more weapon effects active (eg: poison1, poison2)
- and on attack the target will receive randomly one of these
and should work like receiving all ofthe effects (that is applicable to unit)
- unit has 2 or more weapon effects active (eg: poison1, poison2)
- and on attack the target will receive randomly one of these
and should work like receiving all ofthe effects (that is applicable to unit)
Re: Simultaneous application of slowing and weakening poison
That's right.Stratego (dev) wrote: ↑Mon Jan 11, 2021 11:49 am ok, so it is bug then:
- unit has 2 or more weapon effects active (eg: poison1, poison2)
- and on attack the target will receive randomly one of these
and should work like receiving all ofthe effects (that is applicable to unit)
And if some modder is interested in old behaviour (only one active at a time) then removesEffectGroups could be used, once proper group would be added to effects applying weapon effect.
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Re: Simultaneous application of slowing and weakening poison
Not randomly though. Currently if effect1 is appliable to hit target than it always will be applied on hit.Stratego (dev) wrote: ↑Mon Jan 11, 2021 11:49 am ok, so it is bug then:
- unit has 2 or more weapon effects active (eg: poison1, poison2)
- and on attack the target will receive randomly one of these
and should work like receiving all ofthe effects (that is applicable to unit)
If it is not appliable than effect2 is tried to apply. And so on.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
Re: Simultaneous application of slowing and weakening poison IMPLEMENTED
Summing up both poisons will work after the next update? Speaking about realism i can imagine that herbalist is mixing poisons together so both effects could be added to a missile.
Pugh, Pugh, Barney McGrew, Cuthbert, Dibble, Grub.