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IDProjectCategoryView StatusLast Update
0021889Return of ReckoningGeneralpublic2024-11-09 04:07
Reportermolji Assigned ToEmissary  
PrioritynormalSeverityminorReproducibilityhave not tried
Status closedResolutionno change required 
Summary0021889: Using a siege weapon that isn't a ram makes a keep stay in siege mode
DescriptionOn 20-12-23 we had multiple instances of (order) non-ram siege weapons damaging the (destro) keep (badmoon hole) outer doors in Black Crag. However, the keep never left siege mode when the timer ended, so we kept having to run supplies to get 2% repaired at a time, instead of the full repair that we'd usually get.
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molji

molji

2023-12-21 01:24

reporter   ~0041857

I managed to reproduce it (sorry, Order) in Thunder Mountain, a single ballista-type weapon (which Rock Lobbas currently are, I suspect the same is true for one of the Order catapults) does 253 damage per shot to a 0* keep door and the under attack state doesn't go away after the timer ends. This might get pretty bad, hope it doesn't get too exploited during the holidays
Xiander

Xiander

2023-12-21 11:23

reporter   ~0041862

This is normal behavior, as long as the first door/gate doesn't go down you need to fully heal it with boxes even if the timer expires, but if the first door go down and once the timer has expired you can fully heal the lost door with 1 box, even if the inner door wasen't at full health.
But if a single ST cannon is able to take door down to 75% (no idea how many cannons there were, and if the cannons were getting supplies= more ammo) they might be dealing bit too much damage to doors/gates.

Issue History

Date Modified Username Field Change
2023-12-20 21:53 molji New Issue
2023-12-21 01:24 molji Note Added: 0041857
2023-12-21 11:23 Xiander Note Added: 0041862
2024-11-09 04:07 Emissary Assigned To => Emissary
2024-11-09 04:07 Emissary Status new => closed
2024-11-09 04:07 Emissary Resolution open => no change required