Right now if you do a status effect to someone that has the same status effect nothing happens. I think that I should change in either one of two ways. A simple way where if you say do poison to someone who’s already poisoned that is a percentage chance they get burned as well or Frozen or whatever other status effect. Or as that doesn’t really make sense but it’s at least something… It should at least decrease the troops resistance to it. Meaning if on their turn they didn’t recover from it so they’re 10% chance to recover went to 20% if they are hit by poison again they would go back to 10% or whatever.
But, I think an awesome thing would be to make more stars effects off of the status effects we already have. Like with poison we lose one Health every turn right? Well if they are hit by poison again this should be a percentage chance that poison is turned into toxic where they lose two points for turn and a has a percentage chance to spread 2 either the truth above it or the truth below it or whatever.
Another one could be from Frozen to Deep Freeze where when they do something they could have gotten an extra turn for not only does that not happen, that the turn passes to the next team but under deep freeze they could take damage for it. Or, from Burn scorch where the troop takes three damages normal but the adjacent troops take one damage as well from being so close to the Heat or whatever.
It’s not entirely true that “nothing happens” for most status effects, and there’s actually already one status effect that does what you want, we just don’t have released troops that (reliably) cause it yet! Here’s how it plays out:
If an effect is static…
This applies to effects that linger until some external force removes them, like Enchant, Submerge, Poison, or Enrage. Conferring this effect a second time doesn’t do anything.
If an effect can expire…
This applies to effects like Death Mark or Burning that have an additive 10% chance of being removed every turn. Conferring the effect a second time resets the counter. For example, if you are on turn 2 of Burning, there is a 20% chance it will be removed. If, before turn 3, the troop is burned again, the chance of removal will reset to 10% instead of advancing to 30%.
So in this case the effect of casting an effect twice is “the duration is extended”, though they might get really lucky and win the 10% roll to remove it.
If the effect is Bleed…
This effect can stack 3 times. Every time the effect is given to a troop, that troop will lose more damage from the status effect on the next turns. As such, the icon has room for a number to help you keep track of how much damage the troop will lose.
This is currently hard to see because the only way to cause it is via troops that cause random effects, like Magnus. So to stack it, you have to win a lot of dice rolls. Presumably some troops that reliably cause this effect are planned.
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Thank you for responding. They should have a tutorial about that then because unless I am mistaken they just go over what the status effects do but nothing about overlaying them. But still I think they should have compounding ones like I owe saying with poison and toxic and burn and scorch and such because that just makes sense. If you burn yourself on a hot stove and you go again to the hot stove with that same burned hand you’re not going to go to the hospital with the same degree of burn. It will go from 1st degree to second or third degree or whatever. But at least I know that something happens.