Can the trait be fixed or changed so Zargs can’t target the same skull to explode? Based on how it seems to be coded, there’s always the (low) possibility that only 2 skulls will be exploded.
After watching the explosions frame by frame, it looks like they’re exploded in 2 phases. All Zargs target their 1st skulls and then they explode. Then their 2nd skulls are targeted and they explode. Each targeting step allows for overlap.
Khafru explodes any 2 random gems out of 64 (excluding skulls?) on the board.
It’s probably unlikely they will ever choose the same gems.
However, a solution could be to resolve both Zarg’s and Khafru’s traits for each card on their own.
I.e. explode two gems for the first one, stall the board, explode two more for the second one, stall the board, and so one.
This would leave 3x3 holes until done but also results in all traits of multiple copies being activated.
I think in most games you’d be right, but with the way GoW handles hero weapons, I’m not sure if I could sit through that much delay waiting for trait explodes…
Nice report. But I tend to think along the line “it’s a feature, not a bug”. The game has never stated explicitly that “troops’ traits resolve one by one”. So trait selecting the same gem isn’t necessarily a bug.
Yeah I’m unsure if they’d consider this a bug either. While it’s not the same, troops that create heroic gems do it in an unfavorable way. They could be utilizing similar logic here where the extra RNG is part of the balancing out the spell/trait.
Still, a bug report is the best way to someone’s eyes on it so we can get an official response.
If traits create a storm, it always resolves top to bottom. If I have multiple troops with traits that generate different storms, the storm is that one created by the last on the list.
I don’t see why traits that do another affect wouldn’t resolve the same way. Especially where they can affect each other negatively.
Of course, there’s a lot of stuff in the game that doesn’t work as we expect, so maybe they intended it like this, but if so, it’s bad design, and should be changed, rather than a bug that should be fixed.
Either way, multiple troops with traits that explode gems should target different gems.
The coding with heroic gems confuses me because they shouldn’t override their matching color. The first time I remember seeing this “bug” with “heroic” gems was with Night Spider. Why do web gems override themselves and other purple gems on the board? That was a sad day for all of us, but I don’t think the developers can “fix” that.
Another solution, which just came to my mind, could be to select the skulls and mark them internally “as used”, then go ahead and resolve the traits from the next troop in order.
I.e. There are 5 skulls in the board and:
Zarg #1 picks 2/5 total
Zarg #2 picks 2/3 remaining
Zarg #3 picks 1/1 remaining
Zarg #4 picks 0/0 remaining
This would surely reduce the wait-time @TheIdleOne mentioned above, and also ensure that every troop hits its designated target.
I don’t get why the skulls all need to be “targeted” beforehand at all.
First zarg targets and explodes 2 skulls
Second zarg then targets and explodes 2 skulls etc
This way if more skulls appear from the previous zarg having exploded, those new skulls can be targeted and exploded by subsequent zargs. Especially important if you’ve got some kind of bonestorm running.
This ended up being passed on as feedback, as the team came back to me that as Gems are selected randomly, multiple copies of a troop can randomly select the same Gem.
So I passed on feedback to consider that not being possible in future.