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[1x1] The Last Stand

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vasik
Suggestion )))

1) The choice of creature upgrades should be random, i.e., for example, in a Castle, it should be possible to get an Archangel/Champion/Monk, but otherwise, White Archers, and even un-upgraded ones, will never be seen, but they are needed to fight with them - so fight with what you get.

I have already implemented this function as an additional option that players can choose.

It will work like this. After visiting the army generator, players will be given 3 options to choose from:
1) Open a fort on a hill, and players can choose the upgrades themselves.
2) Both players receive random upgrades, but they cannot be changed.
3) The fort is unavailable, i.e., players play without creature upgrades.

The decision cannot be changed.
vasik
2) Auto-leveling (if possible). If it is possible to set the level and auto-select skills, ideally, the skills should be distributed automatically after choosing a hero, and completely randomly, up to useless ones (at the discretion of the randomizer) - again, fight with what you get. Remove the mentor.

This is a pretty interesting idea, thank you, I will think about it.
vasik
3) Elves / Mages - there is no artifact workshop and guild of rangers in the cities (but there is a guild with +10 crit). There is an additional building that is currently used for elves. Instead of a battle, if the race is a mage, it gives creatures random mini-artifacts according to the level of knowledge and mastery of artifacts, one-time use. If the race is an elf, it assigns random enemies from the opponent's race according to the level of the avenger, one-time use.

Unfortunately, it is unlikely that this can be implemented, because, as far as I know, the developers did not provide functions for working with sworn enemies and mini-artifacts.
vasik
4) Artifacts - each player is given (and activated) 10 random artifacts, 1 in each slot (from the list of combat artifacts that is currently used, all artifacts are of random value). For mages and dark elves, there is a choice from the artifact shop in the city, for others, there is not. Remove the shops. Also, remove freely lying artifacts.

5) Level-up bonuses - remove them, depending on the selected level, simply add skills with a script (or by visiting 1 object that will give skills, similar to visiting all available ones at the level), calculate the arena as +1/+1 to combat - so as not to run around unnecessarily.

I have already had the idea to remove all these objects and artifacts. Instead, give stats, spells, and artifacts with scripts, depending on the selected level.
But, in my opinion, it will be too boring to play if you don't have to do anything at all)
Of course, this is just my point of view, maybe others think differently. In general, I would like to hear more opinions on this. Are all these interactions with objects necessary, or is it better to get everything at once?
vasik
6) Lunar weeks - remove neutral ones, leave only those that give some kind of combat effect. Remove the astrologer.

On the map itself, it is possible to disable only the creature weeks, which is already done. To remove the lunar weeks, you need to modify the "game calendar", and this will already affect the game on other maps.
In general, this goes beyond the concept of a "map without modifications". Therefore, as a compromise, the "Astrologer's Tower" was put in place so that the lunar weeks can be changed.
vasik
7) All spell guilds and the spell library are available regardless of the selected level (otherwise, a dark elf at level 10 has nowhere to get black magic, there is none in the guild, nor in Dragon Utopia).

At level 10, it seems a bit too much to have access to the spell library and buy whatever you want, right? At least on ordinary maps, at level 10, you rarely see heroes with spells of level 4-5.
vasik
8) There is no tavern or the ability to hire heroes in it (there is nothing to change heroes for, fight with what you get).

For those who like this, I have already implemented something.

In general, now all taverns/thieves' dens/mentors are initially closed, but a new object will appear, by interacting with which you can choose which of these objects to open for players and which to leave closed.

Players can choose:
1) Open only the tavern.
2) Open only the thieves' den.
3) Open only the mentor.
4) Open the tavern and the thieves' den.
5) Open the mentor and the thieves' den.
6) Open the mentor and the tavern.
7) Open all 3 objects.
8) Leave all 3 objects closed.

The decision cannot be changed.

Added 5 minutes ago
By the way, I'm thinking about how to somehow strengthen the AI for single-player mode, for example, give it additional stats/artifacts, or additional troops. In general, something like that, without modifying the game.

Those who have played with the AI, share your opinion, does the AI need to be strengthened?
Модификации для Heroes V 3.1:

[Модификация]Phoenix Vision - Комплексное модифицирование визуального аспекта игры.
[Модификация]UNIT-Баланс существ + визуальные изменения.
[Модификация]NewTransformUndead-Таблица поднятия нежити.

[Модификация]VisualFix-Устрание визуальных багов.

Карты для Heroes V 3.1:

[Карта][1x1]The Last Stand - Дуэльная карта финальных битв


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