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#245
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I think I heard some female jealousy in your tone... :) Then I'll tell you a little more. Initially, Hota was created as a fan-made add-on for the single-player game, one of many mods for WoG. Over time, it moved to its own engine, but the overall direction of development remained the same. As of version 1.2, there was already the Dock, the bulk of new objects, campaigns, fixed maps, etc. There were thoughts about online play, but in a latent form - it would be nice to do it someday. Shortly before the release of 1.3, Wicc appeared and translated this thought into a constructive phase - "let's bring all this into a big online game." Changes were made to the balance of the castles, workshops were added, and so on - the Tvariny show match, the Tasting, etc. At the same time, no one ignored the needs of the single-player game - new objects were created (including those not intended for online play), maps were drawn, the graphics were refined, and another campaign was released. The amount of work "for online play" is quite small and boils down to balance changes, which are not very noticeable to casual players. For example, who among them will notice the difference between 10-20 starting gnolls and 15-25? But for online play, this is a key change. Regarding the Conflux and Necropolis - it is obvious that they needed to be changed, because the castles are unbalanced. In all online rules of Heroes, they were either limited or adjusted programmatically, and Hota is no exception. The basis for the changes was not the rules of HotA, and not even the rules of WoG; a different version was invented, more compatible with the single-player game and with the overall atmosphere of Heroes. It is not positioned as final; changes are quite acceptable, provided there is an awareness of their necessity and an understanding of the degree of imbalance. As for "the ban/change of certain objects seems doubtful" - I have read many different reviews about Hota's gameplay, and I can confirm the phrase "as many players, so many opinions" with hundreds of examples. Therefore, it is impossible to do something that everyone will like; the developers make the game to their liking, trying to maintain a golden mean as much as possible.