The old slow ability was very useful, and I would be
in favor of keeping it as a seperate "entangle"
ability. Unless it is considered too overpowered, i
don't think that the ability to decrease the number of
attacks of an enemy should be removed. It is one of
the nice strategies of Wesnoth. Of course, I haven't
been keeping up to date on the discussion over
changing this ability, so perhaps this has already
been decided.

The ability to decrease the number of attacks of an
enemy could easily be renamed as "curse" or "cripple"
as well. 
 
-Asa

--- Bruno Wolff III <[EMAIL PROTECTED]> wrote:

> On Thu, Nov 03, 2005 at 07:15:08 +0100,
>   Jérémy Rosen <[EMAIL PROTECTED]>
> wrote:
> > -----BEGIN PGP SIGNED MESSAGE-----
> > Hash: SHA1
> > 
> > Ok, my previous mail seems to have disapeared, so
> I try again
> > 
> > after a little more discussion with Sirp and co on
> the IRC channel, I've
> > prepared the folowing patch (attached, not on
> savannah yet)
> > 
> > - - slowed units emit no ZOC
> > - - slowed units have their movement halved
> 
> Rounded up or down?
> 
> > - - slow doesn't affect the number of attacks
> anymore
> > - - slow doesn't disapear at the end of turn, but
> when resting or healing
> > on a village
> 
> How does this interact with curing poison or healing
> hit points?
> Would it be better to handle it like Poison, but
> with lower priority?
> (E.g. curing poison blocks curing slow and healing
> and curing slow blocks
> healing.)
> 
> _______________________________________________
> Wesnoth-dev mailing list
> [email protected]
> https://mail.gna.org/listinfo/wesnoth-dev
> 



        
                
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