Cheeseoman | "Unit: Change Type" Glitches (Wargroove) @cheeseoman | Uploaded August 2020 | Updated October 2024, 9 hours ago.
Some glitches I found in the map editor.
1. When a "Unit: Change Type" action is followed directly by another action that affects the same unit, sometimes the second action doesn't work correctly. In this example, I attempt to change a villager to Caesar, then change Caesar's groove to 100%. But the latter action has no effect; Caesar's groove stays at 0%.
2. Adding a 1-millisecond wait between the two actions allows all the actions to work. But a 0-millisecond wait has no effect.
3. Same as #2, but instead of a 1-millisecond wait, I duplicated the "Unit: Change Type" action. This allows the next action to work.
4. Another example of the glitch. Ragna should have 100% groove, but she doesn't.
I wrote more details about the glitch seen in the first four clips in the topic here:
gamefaqs.gamespot.com/boards/206488-wargroove/78920410
5. By using "Unit: Change Type" and then spawning units, you can put two units on the same tile. This has some strange effects. In this example, even though I only spawned two dogs, three units show dog icons on the bottom of the screen. I can't attack any of those three units. The most bizarre part can be seen on player 2's turn. By selecting one of player 2's units (a dragon), I can control one of player 1's units (a dog). This allows player 2 to attack his own unit. When I try to move player 1's unit again, I get sent back to the main menu with an error that says "An invalid unit order has been received."
6. You can't place naval units directly on a volcano map, but you can change another unit to a naval unit. Naval units are unable to move. As soon as I do anything, like moving a different unit, all the naval units die.
7. Naval units on volcano maps can attack, but they die afterward.
8. Removing the 1-millisecond wait in the previous two clips causes the game to crash. Another way to prevent the crash is to spawn the unit with silent = false.
Some glitches I found in the map editor.
1. When a "Unit: Change Type" action is followed directly by another action that affects the same unit, sometimes the second action doesn't work correctly. In this example, I attempt to change a villager to Caesar, then change Caesar's groove to 100%. But the latter action has no effect; Caesar's groove stays at 0%.
2. Adding a 1-millisecond wait between the two actions allows all the actions to work. But a 0-millisecond wait has no effect.
3. Same as #2, but instead of a 1-millisecond wait, I duplicated the "Unit: Change Type" action. This allows the next action to work.
4. Another example of the glitch. Ragna should have 100% groove, but she doesn't.
I wrote more details about the glitch seen in the first four clips in the topic here:
gamefaqs.gamespot.com/boards/206488-wargroove/78920410
5. By using "Unit: Change Type" and then spawning units, you can put two units on the same tile. This has some strange effects. In this example, even though I only spawned two dogs, three units show dog icons on the bottom of the screen. I can't attack any of those three units. The most bizarre part can be seen on player 2's turn. By selecting one of player 2's units (a dragon), I can control one of player 1's units (a dog). This allows player 2 to attack his own unit. When I try to move player 1's unit again, I get sent back to the main menu with an error that says "An invalid unit order has been received."
6. You can't place naval units directly on a volcano map, but you can change another unit to a naval unit. Naval units are unable to move. As soon as I do anything, like moving a different unit, all the naval units die.
7. Naval units on volcano maps can attack, but they die afterward.
8. Removing the 1-millisecond wait in the previous two clips causes the game to crash. Another way to prevent the crash is to spawn the unit with silent = false.