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#3947
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Gerter

Naturally, the upgrade progress, spells, and artifacts from the deceased hero will also need to be transferred to the hero from the reserve (of course, if this is logically necessary). Buildings, such as mines, have the type AdvMapBuilding, so they cannot be created.

Could it be possible to make the artifacts remain at the location of the character's "death"? Unfortunately, the skeleton is labeled as AdvMapBuilding, meaning it's impossible to spawn it at the hero's place of death to represent their corpse (and store their artifacts – the experience and spells themselves, as immaterial objects, are transferred with the hero). Can an object with the "treasure" tag (a chest) be spawned? So that, for example, a chest could store the character's artifacts (and they could be picked up). Another option that comes to mind is to take a static object (for example, some kind of purple crystal) and configure it with special properties (so that when a hero touches it, they get their items back) – but this is only if it works and doesn't involve too much hassle...

In any case, I'm currently working on creating the map – I'll get to writing the scripts later (hopefully, I'll at least implement the main ideas). I downloaded some localization files from an archive, but when I try to install them, it just shows a series of question marks, then the file closes, and I don't find any new files in the game folder where the installation path is specified. But in any case, I have English-language tutorials in the game folder, plus I've watched various videos online. For now, that's enough to get started (in any case, I still need to create the map).

P.S.: While messing around with tiles and objects, a strange dent appeared on the map (in the shape of an inverted prism). It cannot be removed by any terraforming, such as plateaus or any other method. Even if I create a hill, this dent remains in the hill. It cannot be removed by repainting or anything else. Has anyone encountered this?