Think I found a bug

Boots of Stealth is not stealthy

After conquer insane level, I started to check XMLs to find and tryitems that i never have.

 

So, I found Ashwake dragon, and tried it, tried to add trigger fear cause it's cool.

 

But I could never have done it, cause

             <Attribute>UnlockUnitAbility</Attribute>

 

is not working with non-usable items.

 

I've checked it with "Boots of Stealth" which have same option.

 

Also, the option itself is not right, neither.

         <GameModifier>

             <ModType>Unit</ModType>

             <Attribute>UnlockUnitAbility</Attribute>

             <StrVal>MasterScout</StrVal> -> it's faction ability that makes no Movement penalty in Forests, Swamps, Hills or Rivers, but i suffered movement penalty when i tried.

             <Provides>Monsters less likely to attack because they can't hear you.</Provides>  -> this should be shealth, or stealthy option.

         </GameModifier>

 

 

 

On the other hand, UnlockUnitAbility option works fine with usable items, like fortune scroll.

 

In Short,

 

Adding noncombat ability is impossible with non-usable Items, and the boots of stealth suffers same problem. So, right now, it is just def +2, dodge +5, ranged dodge +5, move +1 item. it's  ok, but not just cool enough to be a "Rare".

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Reply #1 Top

pretty sure the fear ability is automatically used at the start of battle. it's probably never been intended to be an "activate at will" move

i don't know the "boots of stealth". there's a stealth faction trait (also available as a trained unit trait) that makes wandering monsters ignore the stealthy unit (or more likely to ignore it). i guess the boots just give you that trait on the strategic map on top of the stats. and i disagree taht those stats aren't good enough for a "rare" item. if the stats you posted are correct, that's a damn great pair of boots, even if it doesn't have anything else.