.90 Bug Tremor doesn't work
Tremor Is completely broken. Casts shows effects, but enemy units not paralyzed. Anyone else getting this?
Tremor Is completely broken. Casts shows effects, but enemy units not paralyzed. Anyone else getting this?
haven't noticed a change. any chance the target unit was magic immune? (opidians or obisdian golems or similar?)
Just checked it in current game, seems to be fine.
No. Tremor was placed on units, and ruffians. It said paralyzed for three turns, but the next turn it said paralyzed for 0 turns and it moved.
not in my game:

This is a screenshot of the turn after using tremor on the ruffians.
On the actual turn casting tremor, it states Immobilized for 3 turns on each unit in the tremor'd army. On the very next turn, only 2 units show as 'immobilized' - but for 0 turns, and the rest of the army (not shown entirely here) is no longer immobilized.
there could be a bug in the countdown for tremor and similar spells.
My apologies, I did not advance the turn, just checked that the spell was castable. After rechecking, it's exactly as SBF shows, 2 units appear as Immobilised for 0 turns on the second turn, others show no status effect.
Hi,
I've noticed this also but I figured that the wording of the text was inaccurate: it says the stack is immobilized and loses dodge for three turns.
So I assumed it meant the stack only loses movement for ONE turn and loses dodge for 3? Which seemed totally weird. So yeah, either way it should be changed. And to balance it out, I think 1 turn no move no dodge is fine. Three turns is wayyyy too powerful for the 20 mana and ability to potentially lock down a huge stack. At least make it cost 20 a turn to lock a stack down.
I've reported this bug before.
When you cast Tremor on an army, it says "Immobilized for 3 turns." End the turn, and next turn it'll say "Immobilized for 0 turns." and they can move. Effectively, Tremor lasts for 1 turn. Unless you cast it on an army of 1, then it lasts 2 turns.
Freeze has a similar problem, but not nearly as bad. Freeze also says it lasts for 3 turns, but it only lasts for 2. It counts down the number of turns immobilized for, but once it gets to 1, the army can move. So, you cast it, it says 3 turns immobilized, you end the turn, it says 2 turns, you end the turn, it says 1 turn, and the enemy can move that turn.
In short: Tremor lasts for 1 turn, Freeze lasts for 2 turns, both say they last for 3 turns.
Honestly, if Tremor worked as described, it would be overpowered. They should probably just change the text so it's not misleading. They should fix Freeze, though, since it's got a 5-turn cooldown.
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