Simsa,
Before that, we'll set up a trigger for the player losing heroes and a function that will be executed, which will track whether the lost hero was the one we need, and if so, it will place him back on the map in a different location (also using DeployReserveHero), give him the necessary army, and then you can decide what to do next. I recommend assigning at least some army to the reserve hero by editing his parameters; otherwise, when he spawns, a random army will be generated based on his specialization.
5. You can spawn dwellings, static objects, resources, artifacts, creatures, caravans, and heroes (from the reserve).
What exactly are "static objects"? Environmental objects (bushes, rocks, etc.)? As far as I understand, you can't recolor tiles, right? Like, can you replace grass with lava ground or snow with grass?
I think I read somewhere that you can work with light... for example, can you assign a certain glow to an object (I think this goes back to point 1 (false) – for example, a bush glows red – the hero encounters a script where a battle is triggered (like with a chest), and after winning, the bush loses its red glow and becomes normal. Or not a bush, but, say, a fountain. So, the script should have a condition that after completing the script's task (defeating enemies), the object should become true again?
Also:
6) Can you create rumors without a tavern? For example, I want the player to not be able to hire other heroes, but they can still learn some rumors. For this, you just need to add the necessary rumors to the units/objects on the map (for example, a warrior tells a story, but it's not a quest. Like in a tavern – somewhere in the desert, an artifact is buried – they say). Or you can place taverns, but without the ability to hire heroes there. But you can read rumors and see the enemy's army. In general, can this function of viewing the enemy's army (in the tavern and thief's den) be created with other objects? For example, a certain unit acts as a spy – for a certain amount or item (money/gems/artifact), it provides information – about the enemy's army or some secret.
7) Can you re-enable the fog of war? For example, I want the hero to be in the dark again in the Dungeon after another "death," even if he has already been there and explored everything.
8) To prevent random monsters from spawning in the Dungeon, should I disable the spawn weeks or specify that the spawn should only be on the surface? I wouldn't want to completely disable the spawn weeks, but I also don't want to end up with a bunch of elementals after the spawn week for dragons/archers/ent and just get stuck there without being able to get out.