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#3
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Changelog: from 07/20/19

Map adapted for ERA 2.8.6.
Attempt to fix the bug with the animation loop in combat during the AI turn:
Changes to the "Random Hero" script:
1) The activation chance now depends on the Marked One's level (10%, 20%, 30%, 50% chance at levels up to 10, 20, 30, and after level 30).
2) The Magic Power parameter for heroes in the "Random Hero" script has been reduced in the early stages of the game (up to 1/5/10 SP at levels up to 10/20/30).
3) The Knowledge parameter for heroes in the "Random Hero" script has been reduced in the early stages of the game (up to 4/10/13 at levels up to 10/20/30).
4) The receiver parameter has been changed !!BG&v851=1/f>=0/g=4:A3; (defense), previously it was A0, as described in the help:
(A$
Action type:
$ =
0 – cancel action (the stack can theoretically perform this action, but it is impossible to do for some reason, for example, attempting to escape with War Shackles uses this action to cancel)
).

It is possible that the problem with the bug described above lies in THIS (although, according to the description, it SHOULD work). Now, when the AI is "stuck due to the inability to escape," it should switch to defense (end the turn for the creature on which the bug occurs) and pass the turn to other units (if the AI has several living units, each will switch to defense and thus pass the turn to the player).
Just in case, the art for Stalker Boots has been replaced with War Shackles (now the shackles are worn on the feet and have the visual and properties of the Stalker Boots, while retaining the inability to escape).
The hero Sancho has been given the art for the Amulet of Invulnerability (in case the player, by this point, already has 8 skills for some reason and has not been able to take any of the magic skills - there is an opportunity to get it at the beginning of the week).
The second of the two available guard towers on the OASIS has been displayed (to simplify targeting for subsequent actions - there is no particular need, but it won't hurt).