Open Halbarad1 opened 4 years ago
Good to know about hurting the big towers. I thought they didnt damage them (based on documentation, never really tried). How much damage to they do to the towers by hitting wall next to them? I do think tunnelors should be able to do more damage to big towers, and to fill in some moat (even if its just 1 or 2 tiles at a time, though that would require a slow process to dig moat up as youd need to wait for one tunnelor to finish before starting the next or the subsquent tunnelors do nothing). that would be cool. As you say, they are too easily countered by moat as things stand.
They do enough Damage so that a small crack appears. Here I tested it out, also with other buildings: I placed a small wall tile next to a building, then destroyed it with an enemies tunneler. Here you can see the amount of damage made by the tunnelers:
Church and Barracks were both were next to the same wall. Tested it with only the church next to the wall, it got the same damage.
The towers should show hp remaining so you can see an exact damage amount
Hi, I recently tried out playing without catapults by using tunnelors a bit more and found a few things about them.
Even though these changes might make then much stronger, I think that tunnelers would still be rarely used, since they can't cross/ destroy moats with there tunnels (although adding the possibility to destroy (/empty) moats by tunnels would be really really great (already suggested it and a few other things in https://github.com/Sh0wdown/UnofficialCrusaderPatch/issues/152), also other siege engines are much more precise since you can actually target a wall/ tower by yourself and the engines can be added up much more easily (while more tunnelors, attacking at the same time, only end up trying to destroy the same wall/ tower that the first of them already destroyed).