Added 20 hours 40 minutes ago
I've just implemented scripted handling of hero turns. Now: 1) After a battle (neutral creatures that are released don't count), 50% of the total turn points (available at the beginning of the day or at the time of hiring) are deducted, down to 0. 2) When artifacts/machines/units are exchanged, the meeting of both heroes is tracked, and their turn points are equalized (i.e., the hero with more turn points loses the excess). If the heroes met, but no exchange took place, no turn points are deducted.
All scripts work in multiplayer mode without simultaneous turns. Other modes are not yet supported. Single-player can be played through a multiplayer hotseat, replacing the opponent with AI. Multiplayer with simultaneous turns, in my opinion, is not needed in WGE, at least until games are played on open, dynamic maps. Because it will break very quickly.
I'll post a link to the alpha version of the WGE standard in a few days; I need time for closed testing and refining some features.
In addition, the following changes are currently in effect in the alpha version: 1) City tiers have been shifted from 1/3/6/9/12/15 to 1/3/5/7/9/11. 2) Boosts have been configured (i.e., the classic system of spawn rates + boosts has been retained – changes to starting spawn rates, in particular from upgrades). 3) Starting city construction has been linked to scripts: - Level 4 for Red (fort, tavern, dwelling-1) - The other players may start with level 5 (+ dwelling-2), with a probability of (N - 1) / (Total - 1), where N is the player number and Total is the total number of players on the map; thus, in a 1-on-1 game, the blue player (No. 2) always starts with a level 5 city (100%). - All neutral cities are level 6 (fort + Stronghold + dwellings-1-2-3). 4) The base movement range of heroes is 36 cells (instead of 25).
In addition, a small separate fix-mod has been implemented to improve the camera. The map zoom range has been increased by 20% (very relevant on HD, where the scales suffer), and the maximum viewing angle has been raised to 90 (full vertical). It's much more convenient to play with these settings. All of this will be available in the coming days.