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UtBS S2 - Across the Harsh Sands, remove 'thirst' mechanic for enemy units #4206

Konrad22 opened this issue Aug 5, 2019 · 2 comments


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commented Aug 5, 2019

There is no given story for any of the living units to suffer from thirst, since they are all camping/living on top of a water source (except the scouting ogres, but they surely have packed enough water).
The explantion for the elves is basically that the had to leave in a hurry, which does not match with the situation of the living beings 'native' to this part of the desert.
zookeeper conceded that, if it works balance-wise, having the outlaws/ogres/scorpions camp at their oasis instead of rushing out to attack during the day sounds good to him.


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commented Aug 5, 2019

You really think it's more intuitive if the rules are based on how much water a unit can carry around?

Can you suggest how to adjust the text explaining the mechanic?

Or is the suggestion to adjust the AI of the enemy units in some way? (Which way exactly?) Since then presumably the thirst mechanic should stay as is.


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commented Aug 6, 2019

I really think it's more intuitive if the mechanic is applied in a way that matches the story explanation for said mechanic.

"During the daytime (Dawn, Morning, Midday, Afternoon, and Dusk) at the beginning of each your turns, every of your units unit in a sand, road, rubble or sand dune hex will suffer from thirst. Each turn of thirst reduces a unit’s attack damage and causes $dehydration_loss hitpoints of damage. Healers can prevent dehydration from becoming worse, but cannot heal it. Only by refreshing at an oasis (any water hex) at the start of your turn will your units regain full attack strength."

Having reread the story explanation now, I don't suggest adjusting the AI of the enemy units, at least not due to the 'thirst' mechanic.

By the way, why do units on mountain hexes not suffer from thirst? (Maybe the air up there is cool enough?)

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