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 Post subject: Aquatics
 Post Posted: Tue Dec 30, 2008 6:14 am 
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Joined: Sun Nov 02, 2008 10:04 pm
Posts: 348
Aquatics state that they are destroyed if they end the round on land, however they currently take 2 hp damage at the end of the round if they're teleported onto land.


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 Post subject: Re: Aquatics
 Post Posted: Tue Dec 30, 2008 6:31 am 
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Joined: Tue Nov 04, 2008 12:05 am
Posts: 385
Location: South of Sanity
LOL. My guess is that this is a byproduct of changing the water damage on land creatures. I would postulate that the mechanic was a tag on the creature that said whether it was a land or a water creature and that it died if it ended on the other.... they changed the died part and forgot about the effect that would have on water creatures. LOL... good catch.


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 Post subject: Re: Aquatics
 Post Posted: Tue Dec 30, 2008 3:35 pm 
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Joined: Sun Nov 02, 2008 10:04 pm
Posts: 348
ya. it would be different if they could actually move on land and return to the water, but they can't so they just sit there till they die.


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 Post subject: Re: Aquatics
 Post Posted: Tue Dec 30, 2008 5:11 pm 
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Joined: Tue Nov 04, 2008 12:05 am
Posts: 385
Location: South of Sanity
It works... think of a beached whale :-P


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 Post subject: Re: Aquatics
 Post Posted: Tue Dec 30, 2008 7:18 pm 
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Joined: Fri Oct 31, 2008 4:21 pm
Posts: 265
Location: California
MistStlkr wrote:
It works... think of a beached whale :-P


Think of a beached whale with a damned arbalest attached to its blowhole. It needs to change back.


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 Post subject: Re: Aquatics
 Post Posted: Wed Dec 31, 2008 12:18 pm 
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Joined: Sun Nov 02, 2008 11:55 am
Posts: 19
Location: Crawfordville, FL
An arbalest? :) Dude, could you have picked a more obscure weapon? That was kind of awesome.


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