New here? I'm Roha — want a quick tour?
Do whatever you want in the hotfix, but don't touch the real third-party heroes.
😂😂😂 Some things never change in this life!
What are the real ones? The ones from Ubisoft on Steam?) Don't worry, no one will touch those! 👌
— When selecting heroes in the tavern, a hero of the lowest rank is always chosen. If there are no more heroes of that rank, then a hero of the second rank is chosen, and so on. This ensures that the pool of heroes never runs out. At the same time, main heroes or heroes with powerful artifacts receive a high rank, and their appearance in the tavern becomes virtually impossible.
I think Xocenk idea is very good, 2k hero is bug, it's just very popular so no one cares before, but after new "mechanic" it's gonna be tragic for gameplay on many templates. Stables + arts bonus should exist, full mana is fine in next turn. I think it's huge change and players need some time to adapt (hopefully there will be a chance to play old patch at least in World Cup final)
After Sav post not sure but if it's possible dead/deleted hero goes at the end of queue and they can't come back untill full pool is used, that would be interesting
Since many support the fix, I will write in more detail exactly what changes I believe are possible to make. What is listed below is the maximum program. It's possible that not all of this should be implemented.
4. Expansion of the mechanism preventing heroes from being dug up. Currently, heroes who died simultaneously in battle are excluded from the pool. This could be expanded to any hero deaths. To ensure the pool does not run dry, the following mechanic applies:
— Each hero capable of arriving at the tavern is assigned a rank based on their upgrades, artifacts, spells, etc. The minimum rank is assigned to zero-level heroes and weakly upgraded heroes (conditionally up to level 5 without artifacts). The next rank is for heroes up to level 10, and so on.
— When selecting heroes for the tavern, a hero of the minimum rank is always chosen. If such heroes run out, a second-rank hero is taken, and so on. Because of this, the hero pool cannot be exhausted. Meanwhile, dead mains or heroes with powerful artifacts receive a high rank, making their arrival at the tavern practically impossible.
In single-player, all of this should work exactly the same. The anti-digging mechanism might potentially harm games in the style of offline Tournaments, where inviting a hero to the tavern is used. But it's hard for me to judge how much of a problem that is, and the format isn't very popular in HotA anyway. On the other hand, for casual play against the computer, anti-digging is only a plus — powerful AI heroes won't be dug up..
It is very important to consider the nuance here, so that when playing on large maps, there is no situation where opponents kill each other's strong support heroes and cannot resurrect them, which would allow them to prolong the games almost indefinitely.
There's nothing good about situations where you kill an opponent's support hero and then immediately resurrect him yourself. Or vice versa, the opponent resurrects him back on their turn. This situation is particularly frustrating.
If one player is dominating and killing the other player's strong heroes, then without resurrection, they will quickly defeat everyone and win.
Resurrection of heroes should be removed. If points 3-4 are not implemented, they will still be cycling through the tavern.
I believe that all four points should be implemented.
I hope they also fix the abuse of splitting and digging up heroes, because this wasn't mentioned in Sava's post.
It's very difficult to say how it should be done correctly. Indeed, Tournaments are not being held now, and the offline community mainly plays in SOD. The main thing is that the option to invite a hero should work exactly the same way, so that there are no restrictions on the heroes that can be invited, otherwise it will be very depressing.
Since many support the fix, I will write in more detail exactly which changes I believe are possible to implement. What is listed below is the maximum program. It is possible that not all of this should be introduced.
1. Upon entering the tavern, the hero's movement points are set according to the army they arrived with. This means there will be no heroes with 2000 moves and, conversely, no heroes with a lower number of moves due to "phantom" 3 stacks (for example, when a hero arrives with 1 centaur, but the number of moves is as if they have dwarves).
2. Overwriting a hero in the tavern is treated as death (mana and movement points are restored).
3. Upon a hero's death, their temporary modifiers are removed: visits to stables, fountains of youth, etc. The number of Dimension Door uses this turn is also reset.
4. Expansion of the mechanism preventing the "digging up" of heroes. Currently, heroes who died simultaneously in battle are excluded from the pool. This could be expanded to any hero deaths. To ensure the pool does not run dry, the following mechanic applies:
— Each hero capable of entering the tavern is assigned a rank based on their experience, artifacts, spells, etc. The minimum rank is assigned to zero-level heroes and weakly developed heroes (conditionally up to level 5 without artifacts). The next rank is for heroes up to level 10, and so on.
— When selecting heroes for the tavern, a hero of the minimum rank is always chosen. If such heroes have run out, a hero of the second rank is taken, and so on. Because of this, the hero pool cannot be exhausted. Meanwhile, dead main heroes or heroes with powerful artifacts receive a high rank, making their arrival in the tavern practically impossible.
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In single player, all of this should work exactly the same way. The anti-digging mechanism might possibly harm games in the style of offline Tournaments, where inviting a hero to the tavern is used. But it's hard for me to judge how much of a problem that is, and the format isn't very popular in HotA anyway. On the other hand, for casual play against the computer, anti-digging is only a plus — powerful AI heroes will not be dug up.
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I will also say right away that I do not consider it possible to introduce resetting hero experience upon death, primarily for atmospheric reasons. The problem needs to be solved with other mechanics.