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[1.03] Ranged/artillery exploit

Posted: Wed Jun 24, 2020 11:26 pm
by Elver
I don't see anything about this in the beta changelog, so I'm going to report it w/o first downloading the beta.

If you have one or more ranged units and any other unit adjacent to an enemy unit, you can perform an unlimited number of ranged attacks on the enemy unit so long as the other unit has enough AP to attack it once, even if the ranged unit already has 0 AP.

1) Select other unit and attack enemy adjacent to the ranged unit
2) Switch to ranged attack mode
3) Select ranged unit(s); ranged unit(s) can be selected even if it has 0 AP
4) Attack; ranged unit(s) will execute one round of ranged combat even if it has 0 AP
5) Repeat

Both step 3 and step 4 seem like problems, though presumably if you can no longer select 0 AP units to join attacks step 4 should no longer matter.

Relatedly, though this may just be me missing something obvious - is there really no way for ranged units to bombard squares they cannot enter except by having a unit that can enter that hex initiate an attack and then switch modes? That seems... wrong.

RE: [1.03] Ranged/artillery exploit

Posted: Thu Jun 25, 2020 8:10 am
by Vic
What can i say! That is an exploit indeed. Thanks for reporting this. It will be fixed next version.

best,
vic

RE: [1.03] Ranged/artillery exploit

Posted: Thu Jun 25, 2020 1:04 pm
by DTurtle
ORIGINAL: Elver
Relatedly, though this may just be me missing something obvious - is there really no way for ranged units to bombard squares they cannot enter except by having a unit that can enter that hex initiate an attack and then switch modes? That seems... wrong.
There's a ranged attack mode. You can (among other ways) select it by pressing "A."

RE: [1.03] Ranged/artillery exploit

Posted: Thu Jun 25, 2020 7:08 pm
by Elver
Wow. I'm not surprised I missed something obvious, but I am slightly appalled at just how obvious it was. [X(]