Graphoman Posted August 1, 2022 Share Posted August 1, 2022 (edited) Not sure if bug or a feature, but summoning units via Satanael active ability does not trigger maximum population block. As shown on Corsairs - if you have a population of 120 or summoning a unit would exceed that number the active ability is greyed out and inaccessible. When you use the ability on Satanael, it does not block you from summoning units - in this instance the screenshots are taken in the forge, but it also works during gameplay, I've reached over 300 pop, which has caused some lagging and stability issues. Also super-OP in PvE and rPvE. 2-3 Satanaels are unbeatable. Reproducability - trigger active ability on Satanael beyond population maximum count (120). Edited August 2, 2022 by Graphoman Link to comment Share on other sites More sharing options...
Graphoman Posted August 2, 2022 Author Share Posted August 2, 2022 I've tried to reproduce the bug in rPvE lvl 9 - I managed to get to over 85 Snapjaws and 550 population. Extremely OP, nothing can stop such an army. Link to comment Share on other sites More sharing options...
Volin Posted August 2, 2022 Share Posted August 2, 2022 32 minutes ago, Graphoman said: Extremely OP annoying, but not OP at all Link to comment Share on other sites More sharing options...
LEBOVIN Posted August 2, 2022 Share Posted August 2, 2022 Similar to sunken temple, custom population caps can be added nowadays, expect something like that sooner or later. Link to comment Share on other sites More sharing options...
chickennoodler Posted August 5, 2022 Share Posted August 5, 2022 On 8/2/2022 at 2:04 AM, LEBOVIN said: Similar to sunken temple, custom population caps can be added nowadays, expect something like that sooner or later. And.... that's why I stopped reporting these types of bugs. You guys always try patch them out regardless how useless they are. XL creatures is the only approved strat, everything else is 'problematic' or 'we'll fix it' I swear, the guy who patched my Original Battleforge Skycatcher green usage ability idea versus the Slavemaster Ravenships by giving them all hero Immunity gave me a Chef's kiss lesson on why to never reveal beneficial bugs. Minute it spread, unannounced patch change for Skylord. Link to comment Share on other sites More sharing options...
LEBOVIN Posted August 5, 2022 Share Posted August 5, 2022 (edited) 3 hours ago, chickennoodler said: I swear, the guy who patched my Original Battleforge Skycatcher green usage ability idea versus the Slavemaster Ravenships by giving them all hero Immunity gave me a Chef's kiss lesson on why to never reveal beneficial bugs. Minute it spread, unannounced patch change for Skylord. I don’t think anything regarding slavemaster map was touched yet. So I am not sure what you mean. If something was changed during EA times what has that to do with SR. Lastly the guy who patches stuff out and the guy who decides to do this change are not the same. Edited August 5, 2022 by LEBOVIN Dutchy likes this Link to comment Share on other sites More sharing options...
chickennoodler Posted August 12, 2022 Share Posted August 12, 2022 On 8/5/2022 at 3:50 AM, LEBOVIN said: I don’t think anything regarding slavemaster map was touched yet. So I am not sure what you mean. If something was changed during EA times what has that to do with SR. Lastly the guy who patches stuff out and the guy who decides to do this change are not the same. It's not like Pre-reset era on Skylords had patch notes for this stuff so I can't prove it anyways. Pretty sure you can't prove I'm wrong either though because again no patch notes back then, now that I think of it. Feel free to imply I'm wrong. I don't care. It's been 2-3 years minimum now, maybe I have dementia. You can see that the Bandit battleships originally didn't have Hero immunity at the beginning of Slavemaster Expert when they leave with the Ravenheart. Think of that what you will. Bit off topic though, so guess I go. Link to comment Share on other sites More sharing options...
LEBOVIN Posted August 12, 2022 Share Posted August 12, 2022 (edited) @chickennoodler Hey, where have you publicly explained your idea years ago, based of which you assume it was patched out? Do you still have a replay from back then which we could use to compare. And what is the issue precisly ? As far as I understood some (which?) bandit battleships have leader immunity or have got it added? I am sure this can be worked out. Edit: At least those I can see at the beginning dont have Leader Immunity. Edited August 14, 2022 by LEBOVIN Link to comment Share on other sites More sharing options...
Gunni3 Posted September 3, 2023 Share Posted September 3, 2023 Also, if you have use the ability for multiple satanaels simultaneously while having not enough power for all, you still get the snapjaws from each one and only the abilities you could actually pay for go on cooldown. example: 100 power with 3 satanaels -> 3 sets of snapjaws -> 2 abilities still off cooldown Link to comment Share on other sites More sharing options...
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