Personally, I've moved away from creating heroes, but I might be able to put together another map by summer...
It will be an offline map, but not released in summer.
Kost, if you ever feel like creating something, this (somewhat specific) idea might be useful:
- Almost complete absence of battles. (This eliminates problems and the hassle with animations, battle dynamics, etc.)
- Complete control from the start, including inventory. (This puts everyone on equal footing.)
- Maximum density of artifacts, dungeons, and quests on the map (experience, money, troops, etc.).
- Victory condition: the highest amount of experience gained in one game day (a second criterion probably won't be needed, as it's unlikely that the experience will match exactly. But you could also add money as a second criterion).
- Limit the number of allowed heroes in the editor to 20-50. (To avoid making it too labor-intensive. You could even limit it to just 5-10 allowed heroes, and put the remaining 20-40 in dungeons.)
- No composite heroes. All castles are neutral. There are many castles, and the distance between them varies. Some are within the starting areas, some are about 2000 map units away, and some are further away, so only the Daily Dungeon heroes can reach them.
As a result, we get a million different possible paths and complete freedom to use your brain to determine the optimal one (i.e., an analogue of the famous "Traveling Salesman Problem" from the class of NP-complete problems).