sartre
Footballguy
I know very little programming but I could envision it this way:
Troops have a quality, let's call it JUMP. Hogrider.JUMP is always '1' for yes. Barbarian.JUMP, Wizard.JUMP etc. is typically '0' for no.
Walls have a quality, let's call it BLOCKING. '1' for yes, '0' for no.
Pre-update, the Jump spell toggled the .JUMP attribute to '1' for all troops within the spell area.
Post-update, the Jump spell toggles the .BLOCKING attribute to '0' for all wall segments in the area.
The two effects will produce very different outcomes. The second is much more favorable for the attacker, because it increases the effective area, and makes the spell more intuitive and more predictable.
Every example in the linked videos can be explained this way. I really think it is that simple.
Troops have a quality, let's call it JUMP. Hogrider.JUMP is always '1' for yes. Barbarian.JUMP, Wizard.JUMP etc. is typically '0' for no.
Walls have a quality, let's call it BLOCKING. '1' for yes, '0' for no.
Pre-update, the Jump spell toggled the .JUMP attribute to '1' for all troops within the spell area.
Post-update, the Jump spell toggles the .BLOCKING attribute to '0' for all wall segments in the area.
The two effects will produce very different outcomes. The second is much more favorable for the attacker, because it increases the effective area, and makes the spell more intuitive and more predictable.
Every example in the linked videos can be explained this way. I really think it is that simple.
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Bucky, wait....