Posts from Walkthroughs for custom maps.

What does RNG impact mean?
The impact of random elements on map completion, such as morale, luck, and random creature abilities.
RNG = random number generator.
Errm, what do you mean by that and what exactly are you talking about? I'm sorry, English is way more understandable for me than Google-translated Russian :)
You said, paraphrasing, that SoD_SP keeps adding features which can be negative in some way.
I generally try to make the changes optional, although some of them are currently set in stone - it's hard to imagine some people allowing their game to freeze, for example, when a solution is available. My question was which features should also receive an option to turn on/off as well? It is very easy to do, just takes a bit of time.
Of course, a few things will never be possible (Multiplayer, for example).
In SoD_SP 1.16, I will add a way for the mapmaker to enforce which SoD_SP options should be on or off. If you don't want SoD_SP on your map or if you absolutely want to require it, etc. - the mapmaker will be able to decide.
RoseKavalier, 0-peasant and titan still can beat 2 behes, little RNG here but it's possible: https://imgur.com/a/ydgdtkx
And yes, the fight with the Duck and 0-peasant can also be won.

On the plus side, you can use Peasant vs. Firebird, almost guaranteed win even without Poison.
well, there is such an option: https://imgur.com/a/9zUoNKt
I was thinking about it in the first version of the map, but I didn't try to implement it because there were other options. The looping tactic is found quite quickly, but then everything is quite monotonous in terms of movement.
Or is this not the right option either? :)
I did not want to put too many Bears to prevent carpal tunnel.
Ah, I just don't have the opportunity to look at it at work.
It looks logical and beautiful.
Only one thing confuses me - the level of Gunnar and the remaining movement points - there are too many remaining. And the presence of a wyvern, for which there is no idea with such a walkthrough.
I'm leaving about 30 percent, that the solution is different.
I tried to find a clue through the movement points. It's amazing that there are enough of them from turn to turn to go there with a wyvern, fight, go for a quest for a titan, return back, mercury, necklace, and back on foot. But such a route is somehow mega-absurd.
This can be done in two ways - a result of being on top of the entrance 'yellow' object.
1- Remove Waterwalk boots - water -> land lets you use the mouse
2- Use keyboard arrows or Numpad
2 also allows this type of movement which is not normally possible. This was in the initial plan to save movement spending using the spacebar.

Initially, I had given Gunnar Waterwalk so that it could only be solved with the keyboard. However, I was worried about a bug where the game 'forgets' you've cast Waterwalk / Fly after walking quite a bit. It would create a problem with spell points.
Extra movement: The early drafts of the map had a more complicated path and required more back-and-forth - there was just enough movement to make it on 111. However, it felt a bit wrong and was quite repetitive (you had to go to the Dungeon town several times, and the path was longer), plus when I tried making optional win paths, it was just bad. In the end, I decided against ACE (arbitrary code execution - like other map I posted) to give exactly the required movement and simply accepted that there was too much movement available for precise calculation to be required with 111 finish.
Level 108 would require Oasis, but there was not room on 18x18 to fit everything.
The XL map I am working on - title DID - has a lot of movement intricacies for a few months, combined with some tricky fights and some special things. It's about 40% done, but I expect the next 60% to be faster in completion - open phase of the map finally! I received good comments from Biobob when he tested some parts of it.
@Dirty_Player
RNG in this map is 'controlled' as follows:
*no morale/luck enabled for the player (either temp negative morale/luck or Cursed Ground) - to prevent AI of getting them, you have Spirit of Oppression
*no need for good/bad damage rolls to win/survive
SoD_SP does not (and never will) modify this - just reinstates the original heroes3 function that was changed by HD+.
Yandex translate has failed me!
You said, paraphrasing, that SoD_SP keeps adding features which can be negative in some way.
I generally try to make the changes optional, although some of them are currently set in stone - hard to imagine some people allowing their game to freeze for example when solution is available. My question was which features should also receive option to turn on / off as well? It is very easy to do, just takes a bit of time.
Of course few things will never be possible (Multiplayer for example).
In SoD_SP 1.16, I will add some way for mapmaker to enforce which SoD_SP options should be on or off. If you don't want SoD_SP on your map or if you absolutely want to require it, etc - mapmaker will be able to decide.
It's not 'negative' it's just kind of unpredictable.
The problem is that the more options player has - the higher chance that something can go terribly wrong. Thus I understand why HotA team doesn't want to make any options and everything is set in stone once implemented.
So enforcing options seems to be a good solution.
For me personally, the most frustrating feature is disabled stats overflow. So I'm waiting for 1.15 as I hope you'd implement the changes we've discussed on Heroes Community, such as heroes hireability.
No, the concept of RNG is clear. Is it a verbal agreement not to rely on luck/abilities, or is it some option in the Conflux of Souls?
Here's another example, regarding a possible battle between a wyvern and a phoenix.
If the wyvern's poison takes effect at least once in the first 5 rounds, the battle is won; otherwise, it's lost. The probability of this event not occurring is 1-(1-1/5)^5, which is approximately 33%. So, it's unlikely, but it's still possible to be unlucky.
More likely, it means that for all elements of the overall gameplay and battles in particular, there exists a strategy for victory that can be implemented with the right conditions, if not always, then at least on the second or third attempt.
It's not 'negative' it's just kind of unpredictable.
The problem is that the more options player has - the higher chance that something can go terribly wrong. Thus I understand why HotA team doesn't want to make any options and everything is set in stone once implemented.
So enforcing options seems to be a good solution.
For me personally, the most frustrating feature is disabled stats overflow. So I'm waiting for 1.15 as I hope you'd implement the changes we've discussed on Heroes Community, such as heroes hireability.
Those changes are done and tested, new version is almost ready - a few days at most.
Got it.
Those changes are done and tested, new version is almost ready - a few days at most.
Will you provide link here to download ?
(Василь Симоненко. Люди – прекрасні)
Cool stream! Nice maps :D
Will you provide link here to download ?
Just in time for Canada day)
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Since my Russian = Yandex Translate, I don't feel like maintaining an English thread over here, I'll stick to this thread. If anyone wants to make one, feel free to.
^^^
Cool stream! Nice maps :D
See SoD_SP notes for 1.15!
Just in time for Canada day)
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Thanks for your work ! One note - why so small number of Archangels on first screen ?
Since my Russian = Yandex Translate, I don't feel like maintaining an English thread over here, I'll stick to this thread. If anyone wants to make one, feel free to.
I did not completely understand your suggestion (due to my half-Google translated English).
Cool stream! Nice maps :D
Dandy is streaming now "Puzzle maps in Heroes 3
http://heroes3.tv/Dandy
(Василь Симоненко. Люди – прекрасні)