HOEBAC:
Spell: Slow - Using this spell on a 2x2 sized monster (Troll and Ogre) will cause in their hitbox bugging out. By this I mean the monster model is not where the screen shows you. The monster might be actually closer or further away from you than one might think. How this affects players: You might see the (example troll) being 3 squares/hexes away from you, but it stil can reach you. This is because the monster model is not actually 3 squares/hexes away from you, but already next to you. I'm not sure if this visual bug relating to this spell is fixable.
EDIT I believe this is/might be part of the hard-coded stuff which one is not able to modify?
How to reproduce: Cast spell: Slow on 2x2 sized target, inspect the movement and you'll be able to see the delayed visual model (monsters hitting further than 1 attack range)
How it should be: Casting spell: Slow should not affect the monster model
How it actually is: Casting spell: Slow affects the monster model and therefore you are not able to see in which squares / hexes the monster is actually moving in
HOEBAC: Spell: Slow - Using this spell on a 2x2 sized monster (Troll and Ogre) will cause in their hitbox bugging out. By this I mean the monster model is not where the screen shows you. The monster might be actually closer or further away from you than one might think. How this affects players: You might see the (example troll) being 3 squares/hexes away from you, but it stil can reach you. This is because the monster model is not actually 3 squares/hexes away from you, but already next to you. I'm not sure if this visual bug relating to this spell is fixable.
EDIT I believe this is/might be part of the hard-coded stuff which one is not able to modify?
How to reproduce: Cast spell: Slow on 2x2 sized target, inspect the movement and you'll be able to see the delayed visual model (monsters hitting further than 1 attack range) How it should be: Casting spell: Slow should not affect the monster model How it actually is: Casting spell: Slow affects the monster model and therefore you are not able to see in which squares / hexes the monster is actually moving in