Follow-up Comment #1, bug #19663 (project wesnoth):

*Summary of the info that can be seen in the replay:*

A wose (not the ancient or elder versions) has two death animations. If it is
killed by blade, impact, or pierce, then it falls over, uprooted. If it is
killed by arcane, fire, or cold, then it decays into ash instead.

It is possible for another side's wose to be at the edge of your vision, so
that the unit is itself visible, but one or more adjacent hexes are fogged (or
shrouded). A third side's units can attack such a wose from one of the
adjacent fogged hexes. While this attacker cannot be seen, the wose's half of
the combat is animated, showing the wose's counterattack and defense
animations, and revealing the results of the wose being hit. If a hit kills
the wose, then the death animation appropriate for that hit's damage type is
played. Thus the death animation narrows down the damage type (physical or
non-physical) of the attack that killed the wose (and this narrowing down is
what is being reported as giving away too much information).


It probably should be noted that other sorts of information can be deduced
about the attacker in such a combat. The range of the attack can be deduced
from the wose's counterattack animation or lack thereof. The number of strikes
is the number of defense animations played by the wose, and the damage per hit
is displayed whenever/if the wose is hit (if floating damage numbers are
enabled in the preferences).

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  <http://gna.org/bugs/?19663>

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