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 [FIXED] Scare removes terror

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Zetoo
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[FIXED] Scare removes terror Empty
PostSubject: [FIXED] Scare removes terror   [FIXED] Scare removes terror I_icon_minitimeTue Apr 28, 2015 2:05 am

Cast Scare spell (items can also do it) and you remove Terror on enemy units.
I think awe spell is also doing this.

Edit: poison too (poison cloud at least).
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Patrick_the_Winekiller
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[FIXED] Scare removes terror Empty
PostSubject: Re: [FIXED] Scare removes terror   [FIXED] Scare removes terror I_icon_minitimeFri May 01, 2015 5:59 pm

We need to make a priority list on what psychological effects should overwrite others. Obviously, the no.1 priority is terror (the strongest) but I'm not sure about the rest. Suggestions?
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Zetoo
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[FIXED] Scare removes terror Empty
PostSubject: Re: [FIXED] Scare removes terror   [FIXED] Scare removes terror I_icon_minitimeFri May 01, 2015 6:10 pm

1. Terror; 2. Fear; 3. Awe 4. Poison/disease (Am I missing something?)
Meaning that no unit on terror should be affected by 2/3/4. No unit on Fear (may it be from spells also) can be affected by 3/4. (Obviously 4. Is not a psychological effect, but I have noticed that can remove some of previous). If Souls are labeled as critters, the problem is solved for them.
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Joe the Bartender
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[FIXED] Scare removes terror Empty
PostSubject: Re: [FIXED] Scare removes terror   [FIXED] Scare removes terror I_icon_minitimeSat May 02, 2015 10:12 am

I would like Poison/Disease to become separated further. I think it makes sense for a unit to be poisoned, diseased and have terror at the same time since being poisoned shouldn't prevent you from getting a disease or a mental condition as well. If this sort of thing does happen, maybe a unit's affliction icon display can flick through the icons according to what afflictions the unit has.

Imo Awe is stronger than Fear since it pretty much auto-kills all ranged units and makes Dragons and Flamers hilarious Very Happy.
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Patrick_the_Winekiller
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[FIXED] Scare removes terror Empty
PostSubject: Re: [FIXED] Scare removes terror   [FIXED] Scare removes terror I_icon_minitimeSat May 02, 2015 5:59 pm

There is also Chaos, induced by Slayer Knights for example.
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Zetoo
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[FIXED] Scare removes terror Empty
PostSubject: Re: [FIXED] Scare removes terror   [FIXED] Scare removes terror I_icon_minitimeSat May 02, 2015 6:26 pm

Ha, Chaos, yes… That is why archers can’t flame daemons and doom knights (I like it!).
So Chaos could be in the same spot as Disease and Poison, as Joe described (Unit can be on Chaos, fear/terror/awe and poison/disease – I think that is the general idea?)
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Patrick_the_Winekiller
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[FIXED] Scare removes terror Empty
PostSubject: Re: [FIXED] Scare removes terror   [FIXED] Scare removes terror I_icon_minitimeSat May 02, 2015 9:11 pm

I'm thinking more like:

Psychological effects:
1.Terror
2.Awe
3.Fear
4.Chaos

Diseases:
-just the one

Poisons:
-just the one

Meaning any unit can have at a single time one of each (psych, poison, disease).
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Patrick_the_Winekiller
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[FIXED] Scare removes terror Empty
PostSubject: Re: [FIXED] Scare removes terror   [FIXED] Scare removes terror I_icon_minitimeSun May 17, 2015 3:35 am

Any other opinions on this matter or can I close this topic and consider this bug fixed?
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Zetoo
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[FIXED] Scare removes terror Empty
PostSubject: Re: [FIXED] Scare removes terror   [FIXED] Scare removes terror I_icon_minitimeSun May 17, 2015 4:55 am

Just to answer: No more comments here.

EDIT: actually I do have!

Kharn wrote:
Spells [...] 11. Units that emit Terror (Dragons) are also made to be immune to all psyche effects. However, psyche effects through spells still affect them. (Namely Scare and Awe.)

I think this bug is actually desirable not to be devoured. 5 cents.
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Patrick_the_Winekiller
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[FIXED] Scare removes terror Empty
PostSubject: Re: [FIXED] Scare removes terror   [FIXED] Scare removes terror I_icon_minitimeMon Jun 01, 2015 10:12 pm

All above mentioned are fixed in 0.8.5. Topic closed.
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[FIXED] Scare removes terror Empty
PostSubject: Re: [FIXED] Scare removes terror   [FIXED] Scare removes terror I_icon_minitime

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