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Caravel Forum : DROD Boards : Bugs : Stalwarts, invisibility potions and power tokens (Unintuitive)
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The spitemaster
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icon Stalwarts, invisibility potions and power tokens (+1)  
If you are invisible and not in range of a fegundo it doesn't move. This case is true, except if there is a stalwart in the room where the fegundo(s/es) move regardless if they can see you.

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03-21-2008 at 03:56 AM
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TFMurphy
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icon Re: Stalwarts, invisibility potions and power tokens (+1)  
The spitemaster wrote:
If you are invisible and not in range of a fegundo it doesn't move. This case is true, except if there is a stalwart in the room where the fegundo(s/es) move regardless if they can see you.

Heh, nice. Okay, this is a nice unambiguous bug to fix, so, let's see....

Sounds like CanFindSwordsman would be the best place to tackle this. Um... looks like we can just copy and paste the same override that Brains use, since they don't check for Stalwarts or Decoys either. That should cover it, as far as I can tell.
03-21-2008 at 04:09 AM
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Jatopian
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icon Re: Stalwarts, invisibility potions and power tokens (0)  
Wait, what's wrong with this?

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03-21-2008 at 05:47 AM
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The spitemaster
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icon Re: Stalwarts, invisibility potions and power tokens (0)  
How would the fegundos know what direction you were facing?

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03-21-2008 at 02:41 PM
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mrimer
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icon Re: Stalwarts, invisibility potions and power tokens (0)  
The spitemaster wrote:
If you are invisible and not in range of a fegundo it doesn't move. This case is true, except if there is a stalwart in the room where the fegundo(s/es) move regardless if they can see you.
I think the correct behavior would be that fegundos only sense an invisible player within smelling range, like other monsters, and the presence of a stalwart (or decoy) in the room wouldn't alter that fact. Fixed in build 71.

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03-21-2008 at 02:57 PM
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