Daredevil (Matt Murdock) did not recreate green countdown tile after been destroyed
Rips78
Posts: 4 Just Dropped In
Daredevil (Matt Murdock) did not recreate green countdown tile after been destroyed resulted from same row matched 4.
Ability Hand to hand stated, for Green countdown tiles, If you match it, recovers 5 Green AP. If otherwise matched or destroyed, deals 2194 damage and creates another Hand-to-Hand tile if one doesn't exist.
This mean any action other than user matching the green countdown, will deal damage and create a new one if one does not exist.
Problem : When i matched 4, countdown tile was on same row, tile destroyed, DD animation played, huge damage applied to target. but no new Green countdown created.
test:
1. Enemy matched/destroyed countdown tile : big damage dealt, new tile created.
2. User matched countdown tile : Green ap generation
3. User destroyed countdown tile with Quake blue TU : Big damage dealt, new tile created.
It is very hard to reproduce the situation, CD tile to be placed same row with a match 4...
hope developer can help to investigate. And dear mpq players to share if they had encounter the same.
appreciate much!
thank you
Ability Hand to hand stated, for Green countdown tiles, If you match it, recovers 5 Green AP. If otherwise matched or destroyed, deals 2194 damage and creates another Hand-to-Hand tile if one doesn't exist.
This mean any action other than user matching the green countdown, will deal damage and create a new one if one does not exist.
Problem : When i matched 4, countdown tile was on same row, tile destroyed, DD animation played, huge damage applied to target. but no new Green countdown created.
test:
1. Enemy matched/destroyed countdown tile : big damage dealt, new tile created.
2. User matched countdown tile : Green ap generation
3. User destroyed countdown tile with Quake blue TU : Big damage dealt, new tile created.
It is very hard to reproduce the situation, CD tile to be placed same row with a match 4...
hope developer can help to investigate. And dear mpq players to share if they had encounter the same.
appreciate much!
thank you
0
Comments
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False Alarm:
apology for initial post. Had been using coulson to control board more efficiently. + screen recorder.
Confirmed that i was wrong.
user matched 4 and destroyed green countdown tile on same row, generate green AP instead. it is same with user match it away.
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Yeah, it's not entirely clear in the text, but destroying a tile by blowing up a line or column in a match-4 (or linear match-5) is treated as if you'd matched it away, pretty consistently (if not universally).1
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CrookedKnight said:Yeah, it's not entirely clear in the text, but destroying a tile by blowing up a line or column in a match-4 (or linear match-5) is treated as if you'd matched it away, pretty consistently (if not universally).
The rule seems to be this: a match 4 or five in a straight line clears all tiles in the row as if they were matched, unless the tile cannot be matched, in which case it is treated as tile destruction.0 -
Dayv said:CrookedKnight said:Yeah, it's not entirely clear in the text, but destroying a tile by blowing up a line or column in a match-4 (or linear match-5) is treated as if you'd matched it away, pretty consistently (if not universally).
The rule seems to be this: a match 4 or five in a straight line clears all tiles in the row as if they were matched, unless the tile cannot be matched, in which case it is treated as tile destruction.
Perhaps the distinction there is that the on-match trigger of Hand-to-Hand (and Entanglement, and Recovery, and etc...) are a property of the tile itself, while the powers mentioned above are passives of the characters?
A little confusing, indeed0 -
Jaedenkaal said:Dayv said:CrookedKnight said:Yeah, it's not entirely clear in the text, but destroying a tile by blowing up a line or column in a match-4 (or linear match-5) is treated as if you'd matched it away, pretty consistently (if not universally).
The rule seems to be this: a match 4 or five in a straight line clears all tiles in the row as if they were matched, unless the tile cannot be matched, in which case it is treated as tile destruction.
Perhaps the distinction there is that the on-match trigger of Hand-to-Hand (and Entanglement, and Recovery, and etc...) are a property of the tile itself, while the powers mentioned above are passives of the characters?
A little confusing, indeed
I was going to try rephrasing the rule to clearly include this info and it... it's kind of a mess. I need about seventeen coffees to do this.1 -
Gonna be fixed in r136. nice work.1
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Yep, they're fixing this in R136 for the general case of match 5 and match 4 row clears being inconsistent:
- Tiles destroyed by the a line clear from a Match-4 or greater are now considered "Destroyed" instead of "Matched". Special tiles that specifically react off of matches will no longer react if the tile is destroyed by the line clear from a Match-4 or greater.
For the specific case of Daredevil's green countdown, there's a couple things that could explain what you saw -- maybe it tried to spawn the countdown on another green in the same destroyed row (that would be bad), or all other green tiles on the board were special tiles and thus ineligible to become a new countdown (it would be nice to have a message flash when this happens).
Or, this is a big one: did a 5* Thanos on either team have a purple countdown out? That would prevent the creation of the new green countdown.
Anyway, it's probably best to re-test this in R136 if there isn't a better explanation for the countdown failing to be created.0
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