We're waiting. Is it possible to see the beta version somewhere? I'd like to read the bug section, because not long ago I had 2 heroes of the same race (2 sorceresses) in my tavern at the same time. Is this normal? I haven't encountered this before in one, two, or three (if for heroes of the same class).
March 29;) .
If you insist, I can post section 14 right now:;)
14. Bugs and Forbidden Techniques in the Game
14.1 Forbidden Techniques in the Game
1. It is forbidden to visit the "graveyard", "shipwreck", "skeleton", or "demon cave".
At objects such as the "graveyard", "shipwreck", "skeleton", and "demon cave", you can obtain a random artifact after victory (see section 5. Objects on the Adventure Map). The thing is, during the first loading of the map, the "prizes" ("surprises") received as trophies for battle ("graveyard", "shipwreck") or for visiting ("skeleton", "demon cave") are generated randomly ONCE! Thus, you might not see any artifacts in these objects and have to settle for only gold, experience, or nothing at all ("skeleton"), and reloading before visiting a particular object via "load-save" will lead nowhere. For example, if no artifact was embedded in the "skeleton" object during map generation (first launch), then none of the reloads from that save will change the situation; you will not be able to see an artifact! Conversely, WHEN AN ARTIFACT IS INDEED PRESENT IN THE ABOVE-MENTIONED OBJECTS, IT WILL ALWAYS BE THERE (until it is taken, naturally) AND EVERY RELOAD VIA "LOAD-SAVE" WILL DROP AN ARTIFACT ACCORDING TO RANDOM LAW!
In this regard, one can always use a simple method (via "load-save") to achieve a situation where the artifact needed by the player drops.
Agree that obtaining artifacts such as "Boots", "Compass", or a powerful artifact that significantly increases the hero's initial characteristics would give
an undeniable advantage to one player over another who does not use this technique.
2. It is forbidden to buy back your dismissed heroes on the same day (i.e., using the "dismissal-buyback" technique); it is also forbidden to buy heroes killed in battle
(not to be confused with those who fled)!
The use of these techniques is prohibited not only for reasons of common sense but also because they allow for dishonest and unfair play.
After all, a dismissed or deceased hero essentially cannot be bought back; nevertheless, by purposefully buying back such a hero, the player pursues the following goals:
- the ability to move with a hero carrying artifacts;
- transferring all their artifacts to a stronger and more necessary hero;
- rapid leveling of a hero.
Dishonest play consists of the following:
A player buys a scout-runner hero, finds very useful artifacts such as boots or a compass, for example, and then runs out of moves. For faster map completion, it would be preferable to transfer these artifacts to a stronger hero with an impressive army, preferably on the same day, but attacking an opponent's hero or a monster followed by fleeing is not possible. Then this hero is simply dismissed and dug up relentlessly on the same day; after a successful restoration, the coveted artifacts find their owner via the chain. A similar situation works for rapid leveling of a hero
(the second criterion after days in tournaments).
3. It is forbidden to move a bought-back hero who fled\paid off in battle on the day they fled\paid off. Buying such a hero is allowed, but they can only be moved the next day.
It's simple here: constant fleeing (or more often paying money) of a hero followed by their buyback (on the same day) can also be a purposeful action by the player for certain machinations related to rushing a hero and seizing adjacent territories, including castles, mines, and other objects.
That is, a rushed hero (with artifacts and fast units) captures an enemy castle and attacks the nearest monster or hero, flees, or surrenders, is bought back in the captured castle, and spends the restored move reserve on capturing a nearby neutral castle. From this neutral castle, they again attack a monster, flee from it, and are bought back again in the neutral castle. Meanwhile, new heroes are bought in already captured castles and the opponent is destroyed! Thus, in a situation where castles are 15-29 steps apart (see section 13. Map Movement Features)., a hero using this forbidden technique correctly and employing a certain tactic and strategy—provided treasury gold reserves are abundant—can capture all castles, kill all enemy heroes, and thereby complete the map in one day!
4. It is forbidden to dig up the treasure without visiting all obelisks.
This prohibition is also obvious, since by playing a tournament in a draft version, visiting most (or all) obelisks and digging up the treasure, the player will know with 100% certainty where the treasure is located, and visiting these obelisks during the final run will no longer be necessary.
With the introduction of this prohibition, all players are in absolutely equal conditions. That is, to dig up the treasure, it is mandatory to visit all obelisks!
5. It is forbidden to use cheat programs, codes, or additional software that can change the game structure.
This prohibition is obvious and applies to absolutely all tournament-type games!
14.2 Bugs
1. Move reserve bug.
If you want to exchange troops with your hero or transfer them from a castle, remember that when transferring\exchanging troops, you must under no circumstances enter the window of the hero to whom these troops were transferred! Otherwise, the move reserve will be reduced as follows:
If the slowest units in the hero's army have "high" speed (excluding additional bonuses and penalties for the hero themselves), then when exchanging and receiving troops with "medium" speed—and entering the hero window—instead of 15 steps the hero can make, they will only be able to move 12. And correspondingly, upon receiving units with "low" speed, instead of 15 steps, they will only be able to move 10!
In other words, by receiving slower units as a result of such an exchange, the player risks losing all movement reserve bonuses if they enter the hero window after the exchange!
2. Obelisk bug.
A player who has visited absolutely all obelisks may not see the fully opened map with the treasure! In this case, it is recommended to replay 1 game day, after which this bug usually disappears.
3. Hero recruitment bug.
When recruiting heroes in a castle, a situation can occur where the same hero is available in both slots. But this lasts only until one of them is purchased, after which the "copy" also disappears (is replaced by another) from those available for hire. The funniest part is that after buying such a hero, there are situations where the player cannot move them! This hero automatically (after skipping a turn) becomes a computer-controlled hero and can easily capture your castle during the turn transition!
If this bug occurs, it is recommended to replay 1-3 game days, after which the bug usually disappears. SAVE
4. Troll regeneration bug.
With identical hero characteristics, or those that differ only slightly, a battle with an analogous hero and an army of 1 troll will not lead to the long-awaited resolution of the fight. Since trolls have the property of regenerating their health after every turn, such a battle (1 on 1) simply loops.
5. Resource bug.
When the number of resources exceeds an 8-digit value (10,000,000+), the game ends with an "error" (verified with gold).
6. Hero level bug.
Upon exceeding hero level 75, an inadequate calculation of subsequent levels occurs (see section 7. Relationship between Hero Level and Experience Points (XP)). Experience gain proceeds normally up to 2^31-1, and then glitches begin because there isn't enough space for the amount of experience in the game, as HOMM1 allocates 4 bytes for experience, which run out around level 75.
7. Bug with the English version of the game (AI moves inadequately, using the 4th stage of the "Company" tournament as an example)
As is known in most cases (based on 90% experience), the actions of computer opponents depend on the actions of the first one. If the second or third opponent (under different flags) finds themselves in a hopeless situation due to the lack of a castle, then depending on the environment and regardless of the first AI's actions, the AI decides to take any nearby castle (except for cases where two castles are nearby, one of which is slightly further but within reach of one game turn and its defending army is far inferior to the AI's army)!
Having experience in conducting tournaments and analyzing participants' saves, I have drawn the following conclusions regarding the same hopeless and completely obvious actions of the AI:
- A single remaining surviving opponent without a castle, say under the yellow flag, will definitely attack the nearest castle, even if their army strength is inferior to the defending side (characteristically, they will fight to the end, even if all their slots are filled with valuable artifacts!).
- If heroes under one flag have their own castle and "see" that no opponent (in this case, a human) threatens it, then if there are any resources, chests, or external objects on nearby territory that can bring benefit, they will rush there to enrich their kingdom!
Note: In situations where we plan to attack the AI, our hero's monsters are usually level one or two (with "high" speed), and our hero is within reach of the computer's castle in one game day. The AI, due to its slow acceleration, cannot reach our hero and therefore does not take them into account (i.e., does not view them as a potential castle invader) and doesn't even move toward them. And considering that the AI (due to its weak intelligence) is unable to calculate moves made by a human with their heroes in a "chain" (i.e., transferring troops from one hero to another), it cannot imagine that this seemingly harmless hero will receive a huge army via the "chain" the next day and smash its castle to pieces!
Note: The AI may enter its own castle in such a situation (extremely rarely) on the 7th or 1st day of the week!
All these data have been repeatedly verified during the analysis of numerous saves sent by tournament participants using the Russian version of Heroes 1.1 from Buka.
The computer's actions in the situations described above are absolutely logical and justified!
The English version of the game introduces a complete imbalance into the Gameplay, violating the logic and objectivity of the AI's moves when skipping a turn (using the 4th stage of the "Company" offline tournament as an example); that is, as paradoxical as it sounds, this version of the game contains such an extraordinary and professional Bug!
EXAMPLE: When skipping a turn, regardless of how the blue heroes moved, yellow (Lord Haart), remaining alone, attacks the less weak opponent
(red) and captures their castle. The Barbarians (green), however, scatter in different directions so that they cannot be reached in one game day.
SAVE
And what exactly are you interested in? After all, the first game isn't known for a variety of battle techniques, since the field is small and creatures have almost no abilities?
I disagree here; actually, there are many diverse techniques, both on a regular battlefield, on a battlefield with obstacles!, and during a castle siege. ;)
I am interested in very detailed and complete information that could be included in this section of the manual. Although I would be glad to see any information obtained not only from other sources but also based on real-life experience.;)
Respectfully, VDV_forever