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#2125
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R55Max
They say for a reason that VT is the brainchild of a certain group of people who modified the game according to their own ideas, without considering others.

"They say for a reason" - this is already accepting rumors and the like as facts.
I, as a member of the VT development team, albeit a small one (as far as I know, there are 3, maximum 4 people in it, not counting the development of the TE itself), want to say the following: VT was developed as a complete system for seamless online play, where the primary goal was to unify and simplify all non-essential aspects, "embed rules," and set default settings to fixed values. This includes setting many TE checkboxes at once without the possibility of changing them, moving some settings to an .ini file, enabling various balance adjustments by default, and so on.
Naturally, the chat and the announcement system were completely done in assembly. What I did was write new scripts and adapt old TE scripts. I wrote the GS return, or rather, the fix for multi-defeat, and with it, GS returned to the game (this, I believe, is also a key element in "de-souling" the game, as is morale). I wrote a fix for heroes who are not level 1. As part of this, I reworked a piece of Horn's script for resetting heroes, and as a result, defeated heroes now appear as default level 1 heroes (with Horn's script, when resetting, a hero lost all skills and spells down to zero, while with mine, the hero is reset to its initial state), and this procedure is used to create the illusion of fixing heroes who are not level 1 (i.e., a starting hero is reset to its default state if it is not level 1, but the prison, which is the source of the bug, remains empty). I also developed a script to fix the refugee camp, but then Asm found a way to fix it directly in the game's code, in assembly. And I worked on a "newbie" script that never saw the light of day.
That is, Asm and I were initially guided by fixing bugs and "making the game more comfortable," accelerating it by eliminating awkward moments, so that installation was trivial, and setting up and starting the game was the simplest thing, with chat and a tournament announcement system for easy onboarding for new players.
As for the balance, Asm took it from TE's developments, which had been tested for 5 years and were developed by Sod developers, real players who knew what balance was and what was overpowered. I don't think it's up to you to judge. The only clarification is that TE was partly for offline play, and this has an impact on the current state of affairs in the online game.

And to conclude: I have little to do with playing in tournaments, etc. I'm more of a modder, but I know and understand the online game well, so I worked on it, and certainly not to manipulate newbies and laugh, saying, "How cool I am."

I want to say to you: if you don't have the opportunity to contribute to the development, i.e., you just want to chat but don't want to work, then please accept what is happening around you from the perspective of a consumer. If you want to influence the outcome, put in the effort, and then you can discuss where to develop this and that
Инфа о разных моих проектах, по большей части геройских, тут http://phomm.narod.ru

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