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I will review the changes in version 1.5 that affect online play. Because the size and dryness of the changelog may cause some changes to go unnoticed or be misunderstood.
So:
1) Flux. Moved to a new terrain - Highland, with all the consequences. For example, it has become easier to break Griffin Conservatories, gnome huts, and other castle-ramp guards.
A number of new objects have been added that only generate on Highland. Imho quite decent ones, the full list can be found in the changelog.
However, some grassy objects do not generate on Highland - stables, crypts, experience trees, etc. (better to check the exact list with Sav)
2) Cove:
- decreased speed of priestesses/enchantresses by 1 (they were very mean)
- decreased attack/defense of greater nixes (for the same reason)
- for pirates, speed changes depending on the upgrade - 6/7/8 (for aesthetics)
- Jeremy has offense instead of logistics
- Miriam has logistics instead of offense
So instead of one OP hero, now there are two, but weaker :rolleyes:
- the cannon's damage reduced 5-8 => 4-7 and the price proportionally reduced 5000 => 4000.
3) Dungeon:
- harpies have been given a "hit and stay" mode
- the number of harpies in starting stacks increased from 4-6 to 6-8
Lora, welcome back :smile02:
4) Following the same scheme, the ability for unlocked shooters to perform a melee attack, for two-hex units to step back, and for archangels and pit fiends to move onto a corpse instead of resurrect/summon demons has been added.
5) A custom guild restructuring has been made; it works slightly differently than the XWrulz one, waiting for a video manual from Nick.
6) The ability to automatically count movement points in a plotted route has been added, including the ability to do this during the opponent's turn. This will noticeably speed up building chains and make them more accurate. Also waiting for a video manual from Nick.
7) Red Sphere and Mantle of Abnegation have been banned - the most controversial point. We've been wanting to do this for a long time, and finally got around to it.
8) Map generator improvements:
- roads have become straighter and shorter, serpentines now generate much less often
- various shrines, quests, and other crap on which you can carelessly lose movement points can no longer be placed on the road
- guards on the road cannot be stronger than 1/3 of the zone maximum (for standard respawns this is 5K value), this will allow us to eventually abandon the block restart rule. For now, I'm not canceling this rule, so if you happen to get a generation suitable for a block restart - report it to the developers
- the shifted guard bug has been fixed, this will allow us to eventually abandon this rule. Again, for now, I'm not canceling this rule, so keep an eye out - just in case a shifted guard generates somewhere.
- the drowned zone bug, the buried zone bug, and many other generator bugs have been fixed
Many sincere human thanks for all this :smile41:
9) Creature banks:
- the frequency of zephyrs decreased from 80 to 70, because stacks of cyclops, as practice has shown, have turned out to be somewhat more impactful than stacks of wyverns
- the internal guard of the factories decreased by 20%, because often the max factory was harder to break than the max Griffin Conservatory, yet less rewarding.
10) You can refuse the skill given by a hut or a monk.
11) Lamp of the Genies does not generate on random maps
12) Control scrolls now have 20K value, similar to relics, meaning they do not generate on standard templates (including h3dm1).
13) Minor interface improvements:
- you can dismiss a hero from the castle (without tricky manipulations with kingdom overview)
- you can view the guild contents without buying a spellbook
- you can view artifacts in a previously visited black market and monsters in a previously visited refugee camp.
14) Galthran is unbanned on Jebus Cross :smile24: , this is not mentioned in the changelog, be careful.
15) Things that were supposedly planned, but I didn't find a mention of them in the changelog:
- the ability to view the artifact vault without a hero in the town
- fixing the scouting specialty - so it rounds to the nearest integer (as all similar specialties do) instead of rounding up (as in 1.4.2)
There's a lot of other minor stuff, but I think that covers everything critical for online...