Obi, I have a feeling that it's practically impossible to convince someone who stubbornly plays Heroes without the HD mod on any issue (gaming or life-related). :smile15:
Honestly, I don't understand why. It always seemed to me that SoD_SP is just a module for comfort, not for changing the gameplay, and everything that is possible in SoD_SP should be reproducible in the original game.
A program that analyzes the hero's skill tree. It's very convenient to sometimes see how to get the desired combination of skills faster.
Well, my job is to try), I realized a long time ago that some people cannot be changed, but sometimes I want to hear what a person will say in response to your arguments.
Regarding the new Paragon, if I understand correctly, the main reason is as follows: originally, the standard editor has 8 types of two-way and one-way monoliths, in the WoG editor, each monolith is defined by a subtype, which is a number from 0 to 7. Theoretically, you can make more monoliths by choosing an arbitrary object, declaring it a monolith, and assigning it a subtype of 8 or more, but in the original SoD, the monolith system bugs out in this case and starts to work incorrectly. SoD_SP fixes this bug, allowing you to create a maximum of 255 monoliths. The author of the Paragon, as I understand it, needed more monoliths to implement all the ideas.
I myself am currently facing a problem while developing an XL map: I've only reached the part where the player will finally be given blindness, and I only have 7-8 heroes left for all the remaining battles (there are initially 56 enemy heroes). I will have to, as I understand it, resort to cheesing: create operator heroes who will "hatch" other heroes from prisons, and they will have to teleport to the right city, and without additional one-way monoliths, it will be impossible to manage.