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Posts from Плагин Fresh Mod для SOD

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7 years ago
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Ready! Fresh Mod 3.0 - you can download it in the first post of the topic.

Description of changes in "Fresh Mod 3.2":
1. Diplomacy has been returned to the game; it works even with the "HW rules" flag enabled, but with 2 limitations:
- Neutrals with a total AI Value of more than 16,000 cannot join; for M and S maps, AI Value > 4,000
- Creatures do not join if the hero's army contains undead.
Examples of the maximum possible stacks that can be recruited: 11 pixies = 16000/1350; 3 angels = 16000/5019, 5 core nagas = 16000/2840, 13 pitlords = 16000/1224, etc.
(with the help of igrik, RoseKavalier, Ben80).
2.The probability of blockades along roads has been reduced by rearranging the guard and the guarded object - chest, resource, Pandora, artifact, scroll, scholar, bonfire (with the help of RoseKavalier).
3. Neutrals guard objects around themselves, except for resources, chests, and bonfires (author igrik).
4. "Eagle Eye" triggers not after the battle, but during it, at the beginning of each round, when the hero's unit receives its first turn; you can learn a spell that the opponent cast before.
The dependence of the skill level on the level of the learned spell has been removed - now you can learn a 5th-level spell even with a basic skill (based on AlexSpl, Ben80; assistance from igrik).
5. AI Value has been changed. Efreet Sultans: 2842 (was 1848). Fairy Dragons: 31,000 (was 19580). Monks: 565 (was 485).
6. The "First Aid" skill additionally gives all living creatures in the army +1, +2, +3 to health, on basic, advanced, and expert levels (with the help of RoseKavalier).
7. Expanded description of spells in the spellbook by right-clicking on a spell. Skills, specialization, artifacts, and the hero's SP are taken into account.
It shows - damage from the wall of fire, the number of summoned elementals, the number of resurrected HP, the cost in TP and DD in MP, etc. (author RoseKavalier, source SOD SP).
8. You can see the movement points spent by holding down the "Alt" key (author RoseKavalier, source SOD SP).
9. You can activate a hero by pressing Shift + Left Click Mouse (author RoseKavalier, AlexSPL).
10. A shadow is displayed for the "Power Field" spell (author RoseKavalier, source SOD SP).
11. A "Gameplay changes" flag has been added; if it is NOT enabled, then all changes affecting the gameplay are disabled:
- native troops in hives and conservatories
- changes to skills (diplomacy, eagle eye, first aid)
- rearrangement of the guard and object
12. "Anarchy" mode. If the "HW rules" flag is NOT enabled, then the following changes to the mod are disabled:
- diplomacy, the original mechanics work completely
- rearrangement of the guard and object
- protection of objects around the guard


Huge thanks to RoseKavalier for the help!
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7 years ago
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Now that’s a great discussion topic!
7 years ago
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The absence of blocks (reducing their number) is great. And it also protects against items being picked up from under guards.
But why is there diplomacy? :( I managed to join 13 manticores.

It would be nice to have a lot of hotkeys for convenient gameplay in the HD mod for Baratorch.
In reply to Xocenk
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7 years ago
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Xocenk

+ First Aid will buff the already overpowered skeletons, increasing their HP.

.

Skeletons aren't alive, but First Aid will be very useful for the Miner.

Added 2 minutes later
sir Davos Seaworth
Skeletons aren't alive, but First Aid will be very useful for the Miner.

Maybe it would make sense to make it so that the " +HP " bonus only works when a tent is present?
7 years ago
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What does "Diplomacy has been reintroduced to the game" mean? In 2.0, diplomacy doesn't even work to reduce the ransom price?
In reply to Xocenk
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7 years ago
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=Lizard=
Now that's a gem of a topic!
What about Verdish and Rion? :)
Xocenk
But why this diplomacy? :( I managed to join 13 manticores.
I understand that over the years, a clear association has formed – diplomacy = anarchy.
But from the perspective of game balance, the main problem with diplomacy is not the joining of creatures, but the ability to snowball.
The diplomacy limit removes this problem and leaves in the game an interesting mechanic that can greatly help in not the most favorable situations,
and also allows you to implement interesting strategies in combination with other game features.

Regarding the 13 manticores, on what map was this, with what army, on what turn, did it bring an absolute advantage guaranteeing victory?
There are many things that can easily counter 13 manticores - kz, kv, wings, boots, +2 speed, 2-3 uliks or consorts nearby, Goshan or Tant with a fur coat, etc., etc.

Based on the results of the games, the diplomacy limit can be adjusted downwards, even individually for each map.
But here, the main thing is not to overdo it - in order for diplomacy to be used, it must provide a tangible bonus, otherwise it will again turn into a useless skill.
sir Davos Seaworth
Maybe it would make sense to make it so that the "HP bonus" only works when a tent is present?
Even now, the buffed "First Aid" will not provide real help very often - a large stack of level 1 creatures, demoning.
Adding another restriction here, I think, is not worth it.
kamukag3e
And what does "Diplomacy has been returned to the game" mean? In 2.0, diplomacy doesn't even work for reducing the ransom cost?
It works, of course. It refers to the main function of diplomacy - the ability to join creatures.
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7 years ago
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1. Yes, Gem looks really cool with the First Aid buff. No one in their right mind would start with Verdish or Rion. But those fat, fast, gremlin-like units that can act on the very first turn – that’s really cool.

2. Regarding diplomacy: I would still add the option to join exclusively for money, with a price twice the nominal value and only for units of levels 1-5 (following the principle of the reduced hill fort from Heroes of Might and Magic).
In reply to =Lizard=
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7 years ago
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=Lizard=

2. Regarding diplomacy: I would still add the option to join exclusively for money, but at twice the nominal price and only for units of levels 1-5 (following the principle of the reduced hill fort in Heroes).

We'll see. From what I've tested, there's definitely no overpowered strategy on JC: up to level 121, 1-3 joins, with only one being a strong one.
You need to quickly level up your hero, accumulate an army, possibly money, choose, and reach the necessary neutral creatures and the main goal, while still attacking the center.
The overall buff is comparable to maxed-out luck. The pace certainly speeds up, especially with the Tower. But it's not that significant compared to the Moon.
Besides, a main character focused on diplomacy might not be the best solution against a warrior. And if they are providing support, the benefit from them will be less.
On other templates, there may of course be some nuances.
It's not a problem to adjust later, based on the identified facts.
In reply to Kventin
7 years ago
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JC is just one template... You have done a great deal of useful work for SoD (in-city transfer, move counting, reducing the number of blocks, rebuilding the GM at any time, and more). But this is included along with controversial gameplay changes that require further refinement. Everyone would be grateful if it were possible to enable technical improvements independently of gameplay changes (replacing creatures in banks, diplomacy, first aid, and eagle eye – the last two are not so critical, of course). Either split it into 2 mods, or at the start of the game, the Host could use checkboxes to manage gameplay changes (even if just one: with them or without). I would immediately include such a mod (with the first mentioned changes) as a mandatory part of my tournaments.
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7 years ago
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Xocenk
JC is just one template...
XL+U was also taken into account, it's just that it will be more difficult to account for everything there.
Xocenk
You have done a great deal of useful work for SoD (transferring within the city, counting moves, reducing the number of blocks, rebuilding the game map at any time, and so on). But this is included together with controversial gameplay changes that require further refinement. Everyone would be grateful if it were possible to enable technical improvements independently of gameplay changes (replacing creatures in stacks, diplomacy, first aid, and eagle eye – the last two are not so critical, of course). Either split it into 2 mods, or at the start of the game, the Host could use checkboxes to manage gameplay changes (even if only one: with them or without).
I would immediately include such a mod (with the first specified changes) on a mandatory basis in my Tournaments.
Yes, it will be possible to release something like an EUI SOD.
The fastest option is to make a separate mod.
But the option with a checkbox is better, so that you don't have to struggle with synchronizing further changes later.
I need to figure this out.
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7 years ago
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Mythical dragons are inconsistent; they cannot cast offensive spells when they hit themselves, which sometimes makes battles with them the easiest, but sometimes they can destroy half or even the entire army with just a few casts.
In reply to Godofwrcrft
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7 years ago
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Some of the changes are great, and some are just pointless :smile15:
Who are these controversial changes even for? You're making cosmetic changes, which is fine, but why mess with the gameplay? It's obvious that no one will play in tournaments with this mod.

P.S. Demonstration of first aid and life skills :smile51:
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7 years ago
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I am more than open to feedback.
If there are problems with diplomacy, you need to provide an example from a real game.
And after analysis, it will be possible to adjust the diplomacy limit.
Diplomacy can now be easily adjusted with a single number.
The same applies to any other changes.

Banning diplomacy is the simplest and most straightforward option.
Why can't we approach this issue more flexibly, leaving the interesting mechanic in the game while removing only its "overpowered" aspect?
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7 years ago
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Online players, tell me: why can't we simply remove only the free joining mechanic, while leaving the paid mechanic untouched? What's the problem or the catch? And then there would be no need to rework the diplomacy, and it could be left in its original, untouched state.
In reply to Kventin
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7 years ago
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Kventin
I am more than open to feedback.
If there are problems with diplomacy, you need to provide an example from a real game.
And after analysis, it will be possible to adjust the diplomacy limit.
Diplomacy can now be easily adjusted with a single number.
The same applies to any other changes.

Banning diplomacy is the simplest and most crude option.
Why can't we approach this issue more flexibly, leaving the interesting mechanic in the game, while only removing its "overpowered" aspect?

I wanted to ask about the new patch. Were all the changes mentioned above discussed with anyone before being implemented? Did anyone advise making the changes exactly this way? Perhaps this was someone's special request? Or is it all based on your personal experience and imagination?

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