task 155 with genie editor, thanks DE (not sarcasm this time unlike when talking about new bugs)
What am I looking at?
magic type of area slow. once it hit the icey thing comes out and slow units
Interesting. Opens up a lot of new ideas for scenarios.
This effect can be used as activating traps to slow down on coming enemy units like in stronghold.
This opens up some cool concepts for civilisation bonuses or unique units/buildings.
Slowing down enemies or making then vulnerable in some other way.
Or like Camels in AoE4 reduce the attack of nearby Cavalry units.
yea theres another one made which was the corpse of an unit reduces attack damage of units in a surrounding area, last until the corpse decay graphic completely fades away (about 45 seconds for the corpse for balance reason)
I wonder if that can be combined with the behaviour of the Cobra car, that seems to make units it’s shooting at stall or flee (quickly hesitating between moving forward or away), to make a hero unit that actually makes enemies flee under some condition.
I know there is no proper morale system in AOE2 but it could mimic that.
the stall/flee behavior showing is caused by AI’s behavior and only happens with AI controlled units. whenever a siege class (class 13) attack an AI unit it will try to micro out of the way to dodge projectile which can be tested with mangonel attack
how this stall thing happen is because cobra car fire so fast end up with that ai behavior kinda like units dancing around trying to dodge, just the end result of it.
afaik running away isn’t something possible atm
Then I guess the unit would need to behave like deers for a few seconds, as deers do tend to flee.
Something I thought about would be a hero unit that buffs nearby unit but when it dies the corpse does the reverse and debuff your units.
Doesn’t make them run away though, but running away units are not fun anyway.
You could have this be for bola-type projectiles then. That would be cool!