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Do we get the source files?

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#44
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Is there anything else?
Well, to be more specific, I would like the following changes:
1. Allow combat scripts in Multiplayer. It was probably done this way initially as a protection against cheaters, but in reality, it only gets in the way and prevents creating interesting hero specializations.
2. Remove counterattacks. In theory, this change could be implemented now by giving everyone passive counterattack, but that's not a good idea either – a small number of units with counterattacks wouldn't be a problem. Why? It immediately eliminates annoying tactics like focusing, and improves the dynamics. Well, in theory, of course, but such a theory is worth testing. Moreover, this kind of game modification is reversible – if you don't like it, you can give all creatures the "counterattack" skill, and everything will be exactly as it was.
3. Limited firing and casting ranges for units. I'm tired of many online games ending with someone stumbling upon a "yellow druid" squad in a portal. Creatures, while relatively balanced in the player's army, become inadequate overpowered units as neutrals, against which you suffer significant losses regardless of tactics. This shouldn't happen – the player should always have the opportunity to tactically counter the AI. To do this, instead of all sorts of half-range firing and other things, which are only half-measures, all range penalties should be removed, but the range should be limited. Want to shoot – get closer. Then you can take measures against it.
4. By the way, it would be good to modify the damage calculation formula for creature spells as well. Ideally, give them different spells that don't match the hero's magic. The a-la hero magic formula doesn't work well for them.
5. That is, the number of IDs for spells in the game should be increased.
6. When limiting the firing range, archers and casters are in a rather unfavorable position. But here, another change is needed – so that a turn and an attack/shot/cast can be combined (unless specifically set otherwise for each specific case). This is a-la the new King's Bounty, for example.
Nargott spent a lot of time trying to "improve" archers by finely tuning their speeds and firing ranges, especially this is noticeable in his crossbowmen with enhanced firing at short ranges, but this method of solving the problem is simpler and more comprehensive. To avoid making archers too overpowered, you can, of course, think about some ways to "lock" them down, but that's already a second iteration.
7. Obstacles. Already implemented in the form of a city wall, but it would be better to extend these algorithms to stones and other things, as in the seventh game. This means that there should be cover from archers.
8. Perhaps some new abilities for creatures/heroes that cannot be implemented with scripts. Including the scripts themselves.
Something like that, I think )))
 

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