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Gentlemen (and ladies, if any are present), I plan to release a new version of the "The Last Stand" duel map in about two weeks, which will include expanded functionality and fixes for some bugs and shortcomings.
Suggestion:
1) Creature upgrades are chosen randomly, so for example, in a Castle, it could result in an Archangel, Champion, or Monk, rather than always getting White Archers, and never seeing upgraded versions. You fight with what you get.
2) Automatic skill allocation (if possible). If you can set the level and automatically choose skills, ideally, the skills would be assigned randomly after choosing the hero, even including useless ones (at the discretion of the randomizer) – again, you fight with what you get. Remove the Mentor.
3) Elves / Mages – in cities, the Artifact Workshop and Ranger Guild are missing (but the Guild that provides +10 critical hit chance is present). There is an additional building that is currently used for Elves. Instead of combat, if the race is Mage, it gives creatures random mini-artifacts based on the level of knowledge and artifact mastery, for one-time use. If the race is Elf, it assigns random enemies from the opponent's race based on the level of the Avenger, for one-time use.
4) Artifacts – each hero receives (and activates) 10 random artifacts, one in each slot (from the current list of combat artifacts, all artifacts of random value). For Mages and Dark Elves, there is a choice from the artifact shop in the city; for others, there is none. Remove the shops. Also remove freely available artifacts.
5) Stat boosters – remove them. Instead, depending on the chosen level, simply add skills via script (or by visiting one object that grants skills, similar to visiting all available objects at that level). Calculate the Arena as +1/+1 to combat stats, so you don't have to run around unnecessarily.
6) Lunar Weeks – remove the neutral ones, leaving only those that provide some combat effect. Remove the Astrologer.
7) All spell guilds and the spell library are available regardless of the chosen level (otherwise, a level 10 Dark Elf has nowhere to get black magic, as it's not in the guild or Utopia).
8) There is no tavern or the ability to hire heroes in it (as there's nothing to change about the heroes; you fight with what you get).
This will be a very diverse analogue of a duel, with an imbalance in one direction and very diverse, new heroes each time, with minimal running around the map / clicking (game duration: choose level - Castle - special object (Mages/Dark Elves) - spells - portal for combat)
1) The choice of creature upgrades should be random, i.e., for example, in a Castle, it should be possible to get an Archangel/Champion/Monk, but otherwise, White Archers, and even un-upgraded ones, will never be seen, but they are needed to fight with them - so fight with what you get.
I have already implemented this function as an additional option that players can choose.
It will work like this. After visiting the army generator, players will be given 3 options to choose from: 1) Open a fort on a hill, and players can choose the upgrades themselves. 2) Both players receive random upgrades, but they cannot be changed. 3) The fort is unavailable, i.e., players play without creature upgrades.
The decision cannot be changed. vasik
2) Auto-leveling (if possible). If it is possible to set the level and auto-select skills, ideally, the skills should be distributed automatically after choosing a hero, and completely randomly, up to useless ones (at the discretion of the randomizer) - again, fight with what you get. Remove the mentor.
This is a pretty interesting idea, thank you, I will think about it. vasik
3) Elves / Mages - there is no artifact workshop and guild of rangers in the cities (but there is a guild with +10 crit). There is an additional building that is currently used for elves. Instead of a battle, if the race is a mage, it gives creatures random mini-artifacts according to the level of knowledge and mastery of artifacts, one-time use. If the race is an elf, it assigns random enemies from the opponent's race according to the level of the avenger, one-time use.
Unfortunately, it is unlikely that this can be implemented, because, as far as I know, the developers did not provide functions for working with sworn enemies and mini-artifacts. vasik
4) Artifacts - each player is given (and activated) 10 random artifacts, 1 in each slot (from the list of combat artifacts that is currently used, all artifacts are of random value). For mages and dark elves, there is a choice from the artifact shop in the city, for others, there is not. Remove the shops. Also, remove freely lying artifacts.
5) Level-up bonuses - remove them, depending on the selected level, simply add skills with a script (or by visiting 1 object that will give skills, similar to visiting all available ones at the level), calculate the arena as +1/+1 to combat - so as not to run around unnecessarily.
I have already had the idea to remove all these objects and artifacts. Instead, give stats, spells, and artifacts with scripts, depending on the selected level. But, in my opinion, it will be too boring to play if you don't have to do anything at all) Of course, this is just my point of view, maybe others think differently. In general, I would like to hear more opinions on this. Are all these interactions with objects necessary, or is it better to get everything at once? vasik
6) Lunar weeks - remove neutral ones, leave only those that give some kind of combat effect. Remove the astrologer.
On the map itself, it is possible to disable only the creature weeks, which is already done. To remove the lunar weeks, you need to modify the "game calendar", and this will already affect the game on other maps. In general, this goes beyond the concept of a "map without modifications". Therefore, as a compromise, the "Astrologer's Tower" was put in place so that the lunar weeks can be changed. vasik
7) All spell guilds and the spell library are available regardless of the selected level (otherwise, a dark elf at level 10 has nowhere to get black magic, there is none in the guild, nor in Dragon Utopia).
At level 10, it seems a bit too much to have access to the spell library and buy whatever you want, right? At least on ordinary maps, at level 10, you rarely see heroes with spells of level 4-5. vasik
8) There is no tavern or the ability to hire heroes in it (there is nothing to change heroes for, fight with what you get).
For those who like this, I have already implemented something.
In general, now all taverns/thieves' dens/mentors are initially closed, but a new object will appear, by interacting with which you can choose which of these objects to open for players and which to leave closed.
Players can choose: 1) Open only the tavern. 2) Open only the thieves' den. 3) Open only the mentor. 4) Open the tavern and the thieves' den. 5) Open the mentor and the thieves' den. 6) Open the mentor and the tavern. 7) Open all 3 objects. 8) Leave all 3 objects closed.
The decision cannot be changed.
Added 5 minutes ago By the way, I'm thinking about how to somehow strengthen the AI for single-player mode, for example, give it additional stats/artifacts, or additional troops. In general, something like that, without modifying the game.
Those who have played with the AI, share your opinion, does the AI need to be strengthened?
Well, essentially, the tavern offers a mini-cheat. For example, playing as a Dwarf, you can hire a hero with 70-80 defenders after the army has been distributed and then take them for yourself. Or you can swap heroes, although this point isn't particularly relevant, as the AI cannot change heroes, and players rely on fairness. If you play fairly, the guild of thieves and the tavern are only relevant on the second day to simply look at the race; there's not much point in interacting with them, as it's a minor thing.
Currently, the library is only available at level 40, meaning that even a Dark Elf at levels 25-35 has nowhere to acquire spells if a spellbook doesn't drop. At a minimum, you'll still have to visit 7-8 objects, and if you're a mage, it takes even longer to randomly distribute mini-artifacts.
I also had the idea to suggest adding a random form of improvement, so that instead of standard creatures, all races could also have neutral creatures drop, such as wolves, elementals, mummies, black knights, death knights, manticores, phoenixes, green-tier knights (only for the Knight race), or [creatures of level 8-9 instead of level 7 in a different proportion] – that would really shake things up.
Out of all the combinations, the best one seems to be level 15 and 2 months of creatures.
basically, the tavern offers a mini-cheat. For example, when playing as a Dwarf, you can hire a hero with 70-80 defenders after the army has been distributed and take them for yourself. Or you can swap heroes, although this point isn't particularly relevant, as the AI cannot swap heroes, and players rely on fairness. If you play fairly, the guild of thieves and the tavern are only relevant on the 2nd day to simply see the race; there's not much point in interacting with them, as it's a minor thing.
The abuse of secondary heroes' troops has been fixed, as has the mana abuse through artifacts that grant knowledge bonuses + a well.
There are also plans to fix the bug with Orc education, if possible. Of course, not on a global level.
I'm also thinking of adding a bonus to a hero if they have taken Logistics. For example, adding stats, like for Education. So that taking Logistics would have some benefit, besides just increasing intelligence or if you're a Demon.
I disagree with the statement that the guild of thieves is irrelevant. You can find quite important information there, such as the opponent's chosen upgrades and their stats. Based on this, you can deduce what build they are using and build your own accordingly. If you disable the guild, you'll have to play blindly. The guild of thieves is less relevant only when playing against the AI, but in a multiplayer game, its value is quite high. vasik
Currently, the library is only available at level 40, meaning that even a Dark Elf at levels 25-35 has nowhere to get spells if a tome doesn't drop. You'll still have to visit at least 7-8 objects, and if you're a mage, it takes even longer to randomly distribute mini-artifacts.
In the new version of the map, there will be 2 spell libraries, and there will also be more level options. I'll probably make the first library available starting from level 20, but not earlier, since on the global map at levels 10-15, it's very rare to find spells of levels 4-5. The second library will become available somewhere around level 35. vasik
I also had the idea to suggest adding, with a random upgrade form, that instead of standard creatures, all races could also get neutral creatures, such as wolves, elementals, mummies, black knights, death knights, manticores, phoenixes, green-tier knights (only for the Knight race), or [tier 8-9 creatures instead of tier 7 in a different proportion] - it would be a real mix!
Many neutral creatures are unbalanced in themselves, such as the Death Knights. I wouldn't want to give them to players.
Instead, a cross-faction army generator has been implemented. The name speaks for itself; you can take an army of random creatures from different factions.
And what are the green-tier knights? Tier 8-9 creatures? Are you talking about the NCF pack?
Regarding the neutral creatures, I'm not sure how imbalanced they are. Death Knights might be weaker than Paladins or Spirits for highly leveled heroes; they are only imbalanced in small numbers (a 1:1 ratio is fine), and elementals might turn out to be weaker than standard level 4 units.
By green knights, I meant the ones from NCF, if they are possible.)
There is one special creature at levels 8-9; for some, it's the Dead Cyclops, for others, Wiglaf, for others, the Hell Spawn; for me, it's the latter.
I meant the green knights from NCF, if they are possible.)
There is one special creature at levels 8-9; for some, it's the Dead Cyclops, for others, Wiglaf, for others, the Hell Spawn, and for me, it's the latter.
Adding creatures from NCF is not a very good idea, in my opinion.
Firstly, it requires attaching the NCF core and the pack with these creatures to the map. Secondly, many creatures in NCF are somewhat unbalanced. All of this contradicts the main concepts of this project.
Well, if there aren't any green Knights, then, in my opinion, the rest of the neutral creatures don't create any significant imbalance. Those same Knights have weaker stats and HP compared to most troops of their level, and they only have a 25% chance of a deadly strike, which often may not activate because direct damage will be higher, and the advanced weakness strike – I don't think that the current neutral creatures are imbalanced or significantly imbalanced – unless the value of the Raise Dead spell increases, as it is not very useful without BDP (Battle Damage Points).
And if they are added, there will be more choice of troops, tactics, etc.
Phoenixes are an exception, but they are not always better than Lava Dragons and are more in the category of "lucky once," rather than imbalance. You could, for example, reduce their chance (30% downgrade, 30% normal upgrade, 30% alt-upgrade, 10% Phoenixes), and the rest would be equally likely.
And playing with completely equal armies is not very interesting; there should be small deviations in one direction or another, sometimes the random chance will favor one player, and sometimes the other
Playing with perfectly equal armies isn't very interesting; there should be slight variations, sometimes favoring one player, sometimes the other.
That's the whole point: the players start with equal conditions. If one player gets a bunch of bone dragons, and the other gets phoenixes, I don't think the first player will be happy :D
another possible point is to ban the "Evasion" spell so that it doesn't appear in any tome, guild, or anywhere else.
For players, the mass spell is useful, but when playing against the computer, it causes terrible AI issues - if the computer has it, it casts it instead of attacking; if it's against the computer, an archer won't shoot from 3 meters away, but will shoot across the entire map at the evading squire. Only gnomes can "think" with their priests; it's better for the player to lose 1 spell than to have constant AI problems. This isn't a map bug; this reaction to "Evasion" is a bug in Heroes 5, and it's unclear what to do about it other than simply disabling it.
another possible solution is to ban the Dodge spell so that it doesn't appear in any spellbooks, guilds, or anywhere else.
For players, this is a useful mass spell, but when playing against the AI, it causes terrible AI behavior. If the AI has it, it will cast it instead of attacking; if it's cast against the AI, an archer won't shoot from 3 meters away, but will shoot across the entire map at the dodged squire. Only dwarves can get away with this with their priests. It's better for the player to lose 1 spell than to have constant AI blunders. This isn't a map bug; this reaction to Dodge is a bug in Heroes 5, and I don't know what to do about it other than simply disabling it.
I can't disagree with that. The AI's priority for Dodge is too high, but I wouldn't want to completely ban the spell, as it's quite useful in Multiplayer.
Therefore, for Singleplayer, this spell will be completely banned to avoid exploiting the AI's shortcomings. For Multiplayer, when a hero enters the arena, there will be a 25% chance of learning this spell, of course, if the hero has the "Light Magic" skill.
Added 1 hour 59 minutes ago However, I have another idea on how to make the AI a little smarter without such workarounds and without disabling Dodge.
I'll try to implement and test it, and if everything is okay, it will be included in the release.
A new version of the map has been released. The topic header has been updated.
Version 2.0 - Release date: 12.04.20
List of changes:
Starting bonus selection has been disabled. Now, the starting bonus is a random artifact.
The "Rune of Battle Fury" spell has been disabled.
The portal from the starting zone has been disabled when playing against the AI. To engage in a battle with the AI, you must wait until the second week.
The function of teleporting to a random arena after the second week has been removed. Now, on the second week, teleportation takes you to the arena selection hall.
The hero "Winghael" has been removed from generation.
The starting army has been removed for all heroes.
The instant experience gain after using the experience generator has been removed. Now, after selecting a level, the objects for improving heroes are unlocked immediately, and the levels are granted only after re-interacting with the generator.
A bug in single-player mode on the "Hero" difficulty level has been fixed. When the experience generator was set to level 40, the AI hero only received 34.
A bug in multiplayer mode has been fixed, where when using functional objects simultaneously (army generator, experience generator), the object's function was not executed or was executed incorrectly.
A bug with the repeated use of the "Generator of Sworn Enemies" has been fixed. After the first use, the object will be blocked.
The unlimited movement points function has been improved.
The visual effect on blocked objects has been changed.
The functionality of experience and army generators has been expanded. Now, they have more selection options.
The "Spellbook" object has been added, which becomes available from level 20 of the heroes.
Two new arenas have been added (snow and ship battle).
The ability to return to the starting zone through a portal has been added (only in multiplayer and before the second week).
A check for the use of not only the army generator but also the experience generator has been added. Now, if players do not visit the experience or army generator within 5 days, on the 5th day, they will receive the minimum value of the standard army and experience.
Compensation for the "Necromancy" skill has been added. Now, the Necropolis generates 15% more creatures in the standard army.
The "Arbiter" object has been added. Now, at the start, the Mentor, Tavern, and Thief's Den are blocked for both players. Access to them can be obtained from the "Arbiter".
The "Interfactional Army Generator" object has been added. It gives players an army consisting of creatures from various factions that they could gather over a certain period of the game.
The "Random Decision Generator" object has been added. It randomly selects the level of heroes, the army, and access to the Mentor/Tavern/Thief's Den. It can only be used if players have not yet made a choice at the Arbiter, Army Generators, and Experience Generators.
The "Challenge to Duel" and "Challenge to Random Battlefield" objects have been added. These objects allow you to summon an opponent to the battlefield.
Functionality has been added for the "Fort on the Hill" object. Now, players can choose the method of improving creatures: self-improvement/random improvement of creatures/prohibition of improving creatures.
The function of learning spells for the AI has been added. Now, the AI hero always has spells from the magic schools they have learned. In "Novice" and "Warrior" difficulty modes, the AI will use spells from 1 to 3 circles, and in "Veteran" and "Hero" modes, it can use spells from 4 to 5 circles.
A function to notify about the main hero has been added. When buying and dismissing heroes, it notifies which hero is currently the main one.
A function to control exiting the starting zone has been added. Now, if the player leaves the starting zone through a portal or the second week begins, the following changes occur: -The mana reserve of the main hero will be fully replenished, and all unequipped artifacts will be destroyed. -All heroes except the main one will be removed. -If the hero has the "Logistics" skill, depending on the level of the skill, he will receive bonus characteristics. -The hero will be given war machines if he has the corresponding skills. -If the hero has an interfactional army, he will receive +2 to "Morale". -The Mentor, Tavern, and Thief's Den will become unavailable. -The opponent can challenge the player to an arena.
It seems there's an issue where the map mixes up the levels of griffins and monks - https://c2n.me/4754zPj is an example of the distribution. Also, it will turn out that griffins cannot be chosen as sworn enemies - in the standard version, this also happened in the battle with elves, but there, a second battle was possible for the griffin. Perhaps the same applies to bears and berserkers. I understand that neutral creatures didn't appear in the random distribution.
Another point: does random creature enhancement imply that some type of creature may remain unenhanced, or will something from the enhanced creatures definitely appear? Because having 3 types of troops is more fun than two; in my case, everything was enhanced.
Regarding neutral creatures and Yetis.
I have absolutely no idea how to use the standard editor; it's very unfriendly and unappealing. The only thing I could do with it is disable spells, so I could customize evasion and grant the Horde Frenzy ability.
Therefore, I simply went in and modified the scripts. I hope the author won't mind if someone needs neutral creatures and the ability to have an un-upgraded army even with auto-upgrade enabled.
I added neutral creatures and Yetis. The Yeti spawn rate increases weekly; I'll adjust it later, as they are very strong, almost like hellish spawn. I'll divide the number by a few times, but the minimum will be one creature. I personally set ceil(army_week/100) for the hellish spawn, but that might be too much.
Here are the Lua files for replacement if anyone needs neutral creatures.
And why won't the forum let me upload them without renaming them to .txt?
In general, I really like the random troops; I probably won't use the regular ones anymore.
I'll add some screenshots:
https://c2n.me/475iND7, https://c2n.me/475iQSp, https://c2n.me/475iUr3, https://c2n.me/475iZuS, https://c2n.me/475j3Kg
The first one has Berserk and Godly Might from a Tome of Strength + Wisdom, and the second one has Horde Frenzy
It seems there is a point where the map swaps the levels of griffins and monks - https://c2n.me/4754zPj example of distribution, and it will also turn out that griffins cannot be chosen as sworn enemies - in the standard version this also happened in the battle with elves, but there a second fight was possible for the griffin. Perhaps the same goes for bears and berserkers. As I understand it, neutrals didn't make it into the random distribution :(
You downloaded the map version for the UNIT modification; in that one, the tiers of griffins, monks, witches, gridrs, and some other creatures are changed.
If you are playing the original, download the corresponding version from the topic header. In-game, the map name should be green and without the "(for Unit)" tag. vasik
One more point: does random creature upgrading imply that some type of creature might remain unupgraded, or will there definitely be something upgraded? Because 3 types of troops are more fun than two; so far everything has been upgraded for me.
By design, it upgrades only to a grade or alt-grade. A creature cannot remain unupgraded. vasik
Regarding neutrals and Yetis.
I have absolutely no clue how to use the standard editor; it's somehow very unfriendly and off-putting. The only thing I could do through it was disable spells, so I could turn off evasion for myself and give Horde Rage :)
Therefore, I just went in and changed the scripts; I hope the author won't be offended if someone needs neutrals and the ability to have an unupgraded army during auto-upgrade :)
I don't see anything wrong with that ) I specifically chose not to erase the comments in the scripts and described the functions as detailed as possible so that people could figure out the scripts and change them for their own needs. vasik
In general, I personally really liked the random troops; I probably won't use the regular ones anymore :)
In the first one, a berserker and divine madness from the book of strength+wisdom; in the second, Horde Rage )
Is that the AI that pumped up machines with catapults and sulfur rain?) By the way, what can you say about the AI? What difficulty are you playing on and what does the AI cast for you?
I also had an idea to make a castle siege mode, but I still haven't figured out how to balance it so that the sides have equal chances of victory without an obvious advantage.