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Bug fix for FreshMod 4.4 You can download it in the first post of the thread.
Description of changes: 1. Fixed the issue where the hero's turn bar would disappear after pressing Shift in a town (the problem was solved by pressing Shift+Left Mouse Button on any hero). 2. It is now possible to connect to the lobby with different versions of "Heroes 3 HD.exe" "3.2" and "4.0". 3. Consumed movement points are now displayed immediately after pressing "Alt".
Bug fix for FreshMod 4.5 You can download it in the first post of the thread.
Description of changes: 1. Fixed a floating error with incorrect retrieval of the "HW Rules" flag value. 2. The message about the connected mod version now also displays the retrieved value of the "HW Rules" flag. "HW Rules 0" - rules are disabled, any other number instead of "0" - rules are enabled.
We played Anarchy today with zoog (Anarchy from the Armageddon's Blade expansion). Mobs guarded the boxes and other prison-like structures. HW rules and gameplay changes were disabled. I can upload the save file if needed. Fresh Mod 4.4.
Мой любимьій размер - тройка. Будь то конса, утопа или сиськи ICQ:5676388
Fresh mod 4.6 is ready. You can download it in the first post of the topic.
Description of changes: Adapted for HD MOD 5.0 RC63 (11/18/2019): 1. Fixed a game crash when creating a JC (Joint Campaign). 2. Restored the ability to rebuild Guild Masters from any level. Additional fixes: 3. Fixed the issue with rebuilding forbidden spells when loading a save.
IMPORTANT! These problems occur when using versions of Fresh Mod lower than 4.6 with HD MOD 5.0 RC63 (11/18/2019). To fix this, you need to download Fresh Mod 4.6.
Fresh Mod 4.6 should only be used with the latest version of HD MOD 5.0 RC63 (11/18/2019) and higher; otherwise, rebuilding Guild Masters from any level will not work.
Bug fix FreshMod 4.7 Download can be found in the first post of the thread.
Description of changes: 1. Fixed an issue with activating heroes via Shift+LMB. 2. Fixed the overlapping of the HW Rules and Gameplay changes flags in the "More Options" form.
Description of changes "Fresh Mod 4.7": 1. The following issues when generating the "Jebus Cross" template have been fixed:
- missing road in ГО - отсутствие ГО - дорога на смежный респ - «оторванная» деревня респа - ГО на каждой клетке, теперь между ГО как минимум одна клетка - проход от синего к красному через другой респ - город без дороги - расстояние от стартового замка игрока, до центра не может быть больше 80 клеток - исключено появление больших водных зон
2. On a map without water and with the "Gameplay changes" flag enabled, water spells and artifacts are not generated, and the "Navigation" skill is also excluded (with the help of AlexSpl, igrik, RoseKavalier). 3. When setting the "Gameplay changes" flag, the "Always 2nd hero stack" flag is automatically set (with the help of RoseKavalier). 4. In combat, when casting a combat/recovery spell, the number of units killed/revived is shown (author RoseKavalier, source SOD SP). 5. When connecting in the lobby, a check for mod version compatibility has been added (author WiZarDX_576, source HW rulez). 6. In the Mage Guild, during town rebuilding, scrolls, and pyramids, only the following spells of levels 4 and 5 can appear:
level 4: Chain Lightning, Town Portal, Meteor Shower, Resurrection, Berserk, Armageddon level 5: all Summons, Dimension Door, Fly, Implosion
7. The appearance of the "Conflux" town is allowed in all zones (primarily relevant to JC). 8. In the Hill Fort, Vampires and levels 6 and 7 cannot be upgraded. It can only appear on Snow, Swamp, and Lava (only with the "HW Rules" flag enabled). When setting the "Gameplay changes" flag, the flag prohibiting the appearance of the Hill Fort is reset. 9. In "Conflux", the Grail cannot be built if there is no town with a built Mage Guild 5. 10. On the maximum difficulty level and with the "HW Rules" flag NOT set, human players receive an additional 2500 gold.
Okay, it would be great if there was a function to switch between ranged and melee attacks using the arrow keys. Also, improved control for Harpies and Magog would be nice. Furthermore, it wouldn't hurt to simply increase the value of Scrolls of 4-5 levels to, say, 7500-10000.
Скил За инферно Эксперт Башни Сюда. КТо боится некра ? сюда Его кто такие некроманты ) _________ Giz
There are improvements to the pathfinding. I managed to figure out the road generation. The current algorithm connects each city to every other city within a double loop.
As an alternative, I created an algorithm that strictly follows the connections of the map template when generating roads. First, the central cities of the zones are connected according to the template. Then, the remaining cities are connected to the central city of their zone. This algorithm is perfect for the JC map. However, it's questionable for the other templates, as now each connection between zones creates a road. On 6lm10a, this might not be so bad – red and blue always have at least two roads: to the local treasure and to the adjacent zone. But on the diamond map, it's already doubtful.
Advantages of this algorithm: - Red and blue are guaranteed to have good roads. - Roads strictly follow the map template. Disadvantages: - On templates with a large number of connections, many roads appear.
Therefore, the following questions arise: 1. Is this algorithm better than the current one? 2. What are some ideas for improving the current algorithm?
I have data on the zones, their connections, the coordinates of the cities, and the ability to build a road from any point A to any point B. I have all of this, so I can implement almost any algorithm.
The DLL is attached, which allows you to see the result of the new algorithm. The installation process is the same: Unzip the archive in the attachment into a new folder in: "...\_HD3_Data\Packs", then connect this folder in the HD mod launcher window.
I know how to fix the buggy paths.
In the fresh mod, they are fixed using JC.
In the next version, I plan to include this fix for all templates.
Right now, I would like to address the "bad roads," especially for the blue faction.
For example, on 6lm10a, without any changes, the red faction has one road leading to the junction, while the blue faction only has a road leading to the treasure.
With the new road generation algorithm, this problem will not occur.
Again, we need to look at the map generation after the bugged paths are fixed. Right now, there's not much point, as there haven't been any major issues with paths for the blue player in the last 5+ games on the ladder. The selection is great; those who actively use the ladder, please share your experiences.