Is there anyway of getting the route finding logic to automatically avoid visible traps, (caltrops also I imagine would be the same) because Aaaaaarrrrrrggggghhh! that completely messed up my turn!
Cheers folks
I don't know any way to reverse it.phoenixffyrnig wrote: ↑Wed Apr 14, 2021 5:40 pm can the miss chance of a wolf hole be inverted somehow? Because at the moment, with a miss chance of 0.1, a slow unit has a better chance of escape than a quick unit. For a hidden trap, surely it is the fast units who are most likely to fall in?
As to this, miss chance is multiplied by speed, right? So a fast unit currently has a better chance of avoiding traps than a slow unit, whereas reality suggests it should be the opposite.
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™.

I'd say it may be too much.Stratego (dev) wrote: ↑Sun Aug 15, 2021 8:49 am maybe shall i consider in pathfinding a visible hole as a blockade like a wall?
No. Why would pathfinding avoid e.g. revealed enemy spy or assasin?makazuwr32 wrote: ↑Sun Aug 15, 2021 10:33 am If it will not interfere with movement logic when it is invisible than yes, please.
Also i'd say in general this must be how all invisible units must act when visible for enemy.