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The Unit Creator allows for switching the projectiles of a weapon. Such weapons include the Bone Mage Staff, the Tempest Lich Staff, the Ancient Fan and the Cheerleading Pom. Most projectiles in this group are not available in the Unit Creator, and will show as "Normal Arrow" or the previous weapon's projectile when checked using their respective weapons. As there is no projectile, there is no impact damage, only status effects or explosions. This is a tiny but unique group where it does not have an actual "projectile", instead it instantly affects the target, with a cosmetic trail to look as if it beamed there. While none of them can deliver status effects to units like hit damage and spell projectiles, they often come with explosion damage, some even masking its ability of not being able to deliver impact damage (i.e. They also do not have individual gravity assigned to them unlike hit damage projectiles. They may deliver some extra force on hit, but it effects little on how much it can knock back its targets. They are not affected by post-factors such as headshots.Īs they have actual mass, they can easily crush shields and nothing can deflect them. (Note: The wiki lists the maximum damage these projectiles can deliver.) A collision projectile hitting a limb of a unit will deal less damage compared to hitting the torso where it can soak up all the force and damage. They deal damage the same way as melee weapons and can damage up to twice the amount depending on the force it can deliver to its target. This group consists of large projectiles such as catapult rocks and cannonballs. Another attribute is spawning other units, either on impact or instantly. However, as they never detonate in the center of the target's hitbox, its damage is never the maximum it can be even in direct hits. One common type is explosive damage, splash damage that deals damage in a area. Some can penetrate through shields and units, inflicting damage on every target in its path, others apply status effects such as draining the hitpoints of units overtime in addition of the impact damage. Many hit damage projectiles have additional attributes to them. They are also the only group of projectiles that can be deflected. As such, shields can easily block them without getting crushed. Just as with damage, these projectiles deliver a fixed amount of force to their targets. Its damage can get modified if it hits certain body parts, such as the head of a Wobbler which doubles the damage taken.
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Projectile types can be split into three, hit damage projectiles, collision damage projectiles and spell projectiles.Ī furious King, from a Spear shot to their face.Ĭonsisting most of the projectiles fired such as arrows, small objects and bullets, this group of projectiles deals a fixed amount of damage as long as the projectiles hits a body part of the unit. a bullet shot from a bow will still travel bullet-speed if it were to be swapped in the Unit Creator). The travelling speed of projectiles is independent from the ranged weapon (i.e. The trajectory of projectiles depends on their speed and gravity, speed being a constant impulse force propelling it, and gravity pulling the projectile to the ground.
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There is no limit on how much projectiles can respawn the only restraint is cooldown time. After the ranged weapon's cooldown had passed, another identical projectile will spawn and gets released when the shoot delay is over. They are then propelled in the direction the shooter was facing and travel until it hits a surface, where it becomes a prop or disappears, or expired during its travel, where it fades into nothingness. Projectiles are released when the ranged weapon is within range of an enemy and its warm-up time along with shoot delay had been passed. An Archer demonstrating the cycle of projectiles.
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