[1.1] Unable to shoot spells at units in corner of tactical maps when corner has slight raise

On a tactical map, when an ennemy unit goes in a corner that is not flat (that is rising up a bit), you cannot shoot it with a spell.

For example, if you shoot a fire ball at a group of 3x3 units, one of them being in the corner in question, when you aim, only the 8 others squares have their background color changed (it's not possible to have it too on the square in question), and when you shoot, only the 8 others are impacted.

16,120 views 11 replies
Reply #1 Top

Could you supply a screenshot so that the developers (or parrottmath  :grin: ) could identify the map or maps with this problem?

Reply #2 Top

Yeah, I've had this problem as well.  You can't seem to target some of the squares in the corner of the map, which is the desert looking one with some rolling hills.  It seems to go back to the "wonky" mouse control issues you notice from time to time. 

Reply #3 Top

Sorry it took me some time, here is an exemple : as you can see, the ennemy doesn't have the light blue square that indicates it will be striked by the spell... and indeed the spell will not touch him because he is on a little bump (hill ?) on the ground (that is not very visible but it is here).

Reply #4 Top

That particular map is one I reported broken in this thread, and parrottmath provided a link to a fixed map in the last post in that thread.  The fix apparently didn't make it into 1.1, I hope it will be in the next patch.

Reply #5 Top

I hope they get this fixed also. I was going to report this map as well, but I found this thread.

Also, the map is difficult to target the correct square for movement.

Reply #6 Top

I've hit this too. Just a shot in the dark, but I guess there is some elevation map for tactical maps that is separate from the way it's displayed on the screen? The cursor always seems to be targeting the tile that it would be pointing to if all the terrain was flat.

Reply #7 Top

In the xml file that is marked as a block tile. In the editor it is difficult to see since it is also a starting point for a defending unit (or attacking I forget which). It has nothing to do with elevation, just a blocked tile that is difficult to see in their editor.

Reply #8 Top

Quoting parrottmath, reply 7

In the xml file that is marked as a block tile. In the editor it is difficult to see since it is also a starting point for a defending unit (or attacking I forget which). It has nothing to do with elevation, just a blocked tile that is difficult to see in their editor.

So, can this file simply be edited to remove the block tile for this starting point tile? If so, is there any reason why making the change wouldn't be a good idea?

Reply #9 Top

Quoting coyote303, reply 8
So, can this file simply be edited to remove the block tile for this starting point tile? If so, is there any reason why making the change wouldn't be a good idea?

See my post above (reply #4) for a link to another thread where parrottmath already provided a fixed file.

Reply #10 Top


--I posted this on the other thread, but I'll post it here as this seems more active--

For the devs.

T_Grassland_Forest_01.xml

<BlockedTile>28,19,0</BlockedTile>

This should not be there, that is the tile to which he is referring.

I'll post up the tactical map with that tile removed, until you have the time to fix the problem.

https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/MapFixes/T_Grassland_Forest_01.zip

For those that need this fix immediately, go ahead and extract this file into your FE Lengedary Heroes tactical maps directory

..\Steam\steamapps\common\FE Legendary Heroes\data\Maps\TacticalMaps

This is my location in program files.

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Reply #11 Top

Quoting parrottmath, reply 7

In the xml file that is marked as a block tile. In the editor it is difficult to see since it is also a starting point for a defending unit (or attacking I forget which). It has nothing to do with elevation, just a blocked tile that is difficult to see in their editor.

We may be talking about different problems then. In the case I tested, the tile could be selected but only if the cursor was some distance south of the visible rectangle. I'll try to post a screenshot, perhaps in a different thread since the OP's issue seems to be wrapped up.