Devour as Hero - Ability - Targeting Issues if applying Starting - Stats to Unit

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Greetings,
i couldn't find my problem specified in the other "devour hero ability" - related subs, so i thought maybe someone can help me if i clarify it here.
I'm currently trying to create a custom dragon hero for a map, that can devour units (like the regular dragons) and increase its stats depending on wether or not the unit is killed.

I think i got all the triggers for the ability done by now,
the only issue im currently facing, is that as soon as i give the Dragon Starting Stats like Intelligence, Agility, Strength or select a primary attribute (currently unclear which one is causing it, have to test once im back home),
the dragon cant devour units anymore (no "wrong target" message or anything, just changing the cursor to the "targeting" one, but being unable to click units with it).
If the unit is just marked as "hero unit - true" there is no issue, so it seems to be related to those stats.

Does anyone know of a work around, or got a good idea maybe?

(In addition,
is there a "smoother" way, to reveal an enemy unit thats close enought to a target unit to its owner, than periodically checking for units, applying visibility modifiers and deleting them again? This is part of a different ability, it does what its supposed to do, but sometimes the units move too fast, so the "reveal window" isnt moving fast enough, and im pretty sure that setting the timer even lower than 1 sec. might cause performance issues.
Just had the Question pop up while writing :D )

Grateful for any advice,
yours truely
MapMaker3000
 
I'm not too sure about the Devour issue, it likely has to do with a hardcoded restriction to heroes.

For a solution to that I triggered a custom Devour ability that you could use. It has some extra features like an optional Duration. It's lacking the "devour cargo icon" on the command card because that's difficult to recreate using triggers but I figured that was a fair compromise. Note that it could have bugs, I couldn't test it enough to find and sort out every edge case.

For the vision issue, it sounds like you could grant Shared vision instead. But you'd have to post your triggers to give us a better understanding of how you're handling things.
 

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Great thanks, i'll give your trigger a try.
I was also thinking, that it had something to do with a hard-coded issue of not being able to "pick up units" as a hero.
is there a way to restrain the area of vision around that unit? i originally wanted basically only the unit revealed, and as little of the area around it as possible.
Thank you very much already
 
Great thanks, i'll give your trigger a try.
I was also thinking, that it had something to do with a hard-coded issue of not being able to "pick up units" as a hero.
is there a way to restrain the area of vision around that unit? i originally wanted basically only the unit revealed, and as little of the area around it as possible.
Thank you very much already
One idea that comes to mind is to periodically move a Dummy unit to the position of the target. That way you can utilize it's Sight Radius. That COULD be a little more convenient/efficient than working with Visibility Modifiers, but I don't know for certain. Again, seeing your triggers helps answer most questions.

Also, it's wise to avoid premature optimizations, it might be perfectly fine as is.
 
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