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doiron
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Post subject: Forest Fire + Treefolk Posted: Wed Dec 16, 2009 3:46 pm |
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Joined: Sun Nov 02, 2008 10:04 pm Posts: 348
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Keyser played a treefolk, I played a forest fire on the treefolk. expected that the treefolk would be removed at the end of the round since there wasn't forest under him anymore, but he remained.
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Altren
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Post subject: Re: Forest Fire + Treefolk Posted: Wed Dec 16, 2009 4:23 pm |
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Lead Developer |
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Joined: Mon Mar 31, 2008 9:55 pm Posts: 716 Location: Moscow, Russia
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Not a bug: Treefolk was created earlier so it triggered end of round event before forest fire did. So it was in forest when check was made, so it's ok.
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doiron
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Post subject: Re: Forest Fire + Treefolk Posted: Thu Dec 17, 2009 3:55 am |
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Joined: Sun Nov 02, 2008 10:04 pm Posts: 348
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my understanding of the rules is that actions happen in a certain order, but if text reads a certain way then it must be obeyed. for example, a bone fort will get a token if the creature dies before it does, but a putrid zombie will never leave a creature with 0 health for the next round.
In this case, sure the forest fire cleared the forest after the check, but at the end of the round the treefolk's text says he should be removed. I view it the same way as saying it has zero health. it doesn't make any logical sense that he'd make it through, no matter what the order is.
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Altren
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Post subject: Re: Forest Fire + Treefolk Posted: Thu Dec 17, 2009 4:37 pm |
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Lead Developer |
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Joined: Mon Mar 31, 2008 9:55 pm Posts: 716 Location: Moscow, Russia
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In case of Purtrid Zombie: after end or round event reruns while any entity dies in rerun.
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CaveTroll
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Post subject: Re: Forest Fire + Treefolk Posted: Fri Dec 18, 2009 9:28 am |
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Joined: Mon Mar 23, 2009 10:20 am Posts: 235
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I can see that from a programers point of view the way it works now is logical, but I agree with Doiron, and I think most players who havent read this post will expect the treefolk to die. This game would be easier to understand if the treefolk died at "end of turn if not in a forest".
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jed
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Post subject: Re: Forest Fire + Treefolk Posted: Fri Dec 18, 2009 7:08 pm |
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Joined: Tue Jan 08, 2008 2:07 am Posts: 1045
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aarongreen50
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Post subject: Re: Forest Fire + Treefolk Posted: Mon Dec 21, 2009 9:16 pm |
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Joined: Mon Aug 03, 2009 1:08 am Posts: 18
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Thank you for once again relegating my beloved people to eke out a living in dingy forests where no one else dares adventure. Am I not a creature, too? Don't I have a heart, a soul, and branches... er, limbs... like the rest of the far wilds creatures? Why then must my people be forced to live in the darkest, most remote regions of the far wilds. We demand equity! We demand rights! We demand plains like every other creature! Freedom! Freedom!
Thank you all for perpetuating the terrible stereotype that just because we are 'TREEFOLK' we would never want to visit any other portion of the far wilds. Thank you, Jed, I'm so glad to know that you 'fixed it so I will die'...
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Nighthawk42
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Post subject: Re: Forest Fire + Treefolk Posted: Sat Dec 26, 2009 6:58 pm |
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Joined: Wed Sep 09, 2009 8:55 am Posts: 138
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Very minor nerf to the Treefolk, but they already needed help rather than a nerf.
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noob_mexican
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Post subject: Re: Forest Fire + Treefolk Posted: Tue Dec 29, 2009 8:45 pm |
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Joined: Sat May 30, 2009 10:31 pm Posts: 188
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Yeah, treefolk dying for 1 flux weakens an already weak creature...I think that this nerf should come with a free side of buff.
And @ Aaron: lol
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