What is Nostr?
Zergling_man /
npub140w…su0k
2025-01-06 13:53:37
in reply to nevent1q…2l4e

Zergling_man on Nostr: reeeeeelman http://rakka.au/static/pics/wargamer.vmod New URL. I realised that ...

reeeeeelman (nprofile…9cjg) http://rakka.au/static/pics/wargamer.vmod
New URL. I realised that putting the version number in the file name was causing more problems than it was solving, rip.

Also I haven't put anything from revive rework in it yet, but I did just think of something... When I was considering when it revives, I considered "start of its phase", "end of its phase" and "during its turn", but more accurately that was "end of its turn", ie. after it attempts to take action. I did not consider "before its turn", ie. it still gets to act, but it remains a corpse until you select it to act.
The difference between that and "start of phase", as we were playing, is that if you have something else you want to do first, there's an opportunity for it to be killed as a corpse by an equal-rank unit, of note, that's a huge debuff to lesser zombies, because now most summons can actually kill them unless you jump it.
The OTHER thing I hadn't thought about was the difference between a unit getting knocked over before and after it has acted. For "start of its phase", it doesn't matter, but for "start of its turn", or even "end of its turn", it matters a lot.
I'm actually suddenly realising that if we keep track of its actions, then "end of its turn" is nowhere near as devestating as it looked before. Yes, you can knock it out for a whole round, and you always will, instead of before where it was "one or two rounds, depending on when it gets knocked out".
... But I think it's still too weak even at that.
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