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King's Bounty: Crossworlds The expansion to the award-winning King’s Bounty: Armored Princess.

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  #21  
Old 10-19-2010, 11:49 AM
ckdamascus ckdamascus is offline
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Quote:
Originally Posted by Mandea View Post
those in Champion of the Arena (battle with the hero who is a trap specialist) definitely don't. Those griffins that step on a trap still have AP.
Ooh, yeah I am using Orcs on the March.
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  #22  
Old 10-20-2010, 05:27 PM
DrAtomic1 DrAtomic1 is offline
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Originally Posted by ckdamascus View Post
I've done it, and they lose their AP/Turn.
In OOTM? I'm seriously confused, i've replicated this bug at least 100 times, trying get the bleeding trap medal. I've been using knock back dragon thingy or guardian drone for it. I am running the hotfix though on the gold edition version (non steam version).
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  #23  
Old 10-20-2010, 05:51 PM
ckdamascus ckdamascus is offline
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Originally Posted by DrAtomic1 View Post
In OOTM? I'm seriously confused, i've replicated this bug at least 100 times, trying get the bleeding trap medal. I've been using knock back dragon thingy or guardian drone for it. I am running the hotfix though on the gold edition version (non steam version).
Yeah, in OOTM, I just got the Level 3 Trapper medal.

I'm not sure how losing Action Points has anything to do with getting the medal though.

Your knock-back or guardian drone (or emerald dragon, or telekinesis from archmage) has to knock them into the trap, then kill them in one go. The unit killed cannot be your own and cannot be a summon unit to count for the medal.

So, if you want to get the medal, they have to die in there anyway, action points hardly matter when you are dead.

I'm using Impulse version, with Hotfix. I upgraded from Armored Princess to Crossworlds.

I've even accidentally triggered the trap with my own dragons, and they lose their turn.

It stops the enemy from charging through and such. Are you sure you aren't just using really slow (initiative) units so it seems like them losing a turn doesn't matter as much?

I'm playing an Impossible Mage right now. Not sure if the class matters for this bug or not.
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  #24  
Old 10-21-2010, 05:54 PM
DrAtomic1 DrAtomic1 is offline
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ck

1. Traps work when enemies walk into them.
2. Traps do damage but dont steal AP/turn when enemies survive a trap on which they were pulled or pushed when they still have AP.
3. Trapper medal has nothing to do with it, other then me using traps non stop in order to get it.

Could be a version difference, I'm using Gold Edition Crossworlds (fresh install).
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  #25  
Old 10-21-2010, 06:12 PM
ckdamascus ckdamascus is offline
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Originally Posted by DrAtomic1 View Post
ck

1. Traps work when enemies walk into them.
2. Traps do damage but dont steal AP/turn when enemies survive a trap on which they were pulled or pushed when they still have AP.
3. Trapper medal has nothing to do with it, other then me using traps non stop in order to get it.

Could be a version difference, I'm using Gold Edition Crossworlds (fresh install).
Ah. I need to specifically re-test #2.

Regarding #3, I almost never drop a random trap for fun. I always cast trap ONLY when I can pull/push an enemy into it and I calculate the precise level of trap to kill it AFTER my archmage telekinesis push/dragon crushing blow kick/dragon pull (emerald).

That's probably why it is hard for me to see this bug.

Any traps I had on the field to begin with get stepped on (not causing the bug).

And I suppose I rarely push enemies into traps if they have remaining AP.
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  #26  
Old 10-21-2010, 10:47 PM
BB Shockwave BB Shockwave is offline
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I tried TRap in Orcs on the March, and it does halt units. I use Trap for this purpose mostly, it does nice damage, but unless you have high Intellect you won't kill much with it. It does stop units who step one step forward before attacking/running/summoning etc., like Giants or Demonologists.
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  #27  
Old 10-21-2010, 10:51 PM
ArmageddonSM ArmageddonSM is offline
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Quote:
Originally Posted by Mandea View Post
those in Champion of the Arena (battle with the hero who is a trap specialist) definitely don't. Those griffins that step on a trap still have AP.
Flying units doesn't lose AP when they step on trapped hex.
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  #28  
Old 10-21-2010, 10:59 PM
BB Shockwave BB Shockwave is offline
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They should... Black Dragons sure did in the Legend. Why was this changed?
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  #29  
Old 10-22-2010, 09:07 PM
DrAtomic1 DrAtomic1 is offline
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Quote:
Originally Posted by BB Shockwave View Post
They should... Black Dragons sure did in the Legend. Why was this changed?
You can trap Dragons and griffins or anything flying that has feet if the trap is in their landing spot or if they walk into it. They wont get trapped if they fly over it (which makes sense as the trap is a bearclaw type thingy).

You cant trap ghost creatures at all, which is by design (they dont have substance).

Also the not loosing AP/turn issue is ONLY in the scenario when you knock or pull an enemy into a trap AND that enemy still has AP/turn. If the enemy walks into it himself traps work as expected (fine), but when you force them into it, it works half.
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  #30  
Old 10-22-2010, 09:10 PM
DrAtomic1 DrAtomic1 is offline
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Quote:
Originally Posted by ArmageddonSM View Post
Flying units doesn't lose AP when they step on trapped hex.
Hmmm so another similar bug, hadnt noticed that one yet.
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