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I'm not ready to release the code yet. But much of what has been done can be found in the public domain here.
I understand this perfectly, so I wanted to ask you to add native support for ERA, as much as possible - where it's not possible, that content should not be allowed for ERA. Both igrik and RK know a lot about this, so if there are any questions about implementation, feel free to ask. Personally, I'm only at the very beginning of creating plugins, but, as the author of the assembly, I want to add more content for my players. And many have asked me to add FreshMod, as it also changes the content. Although many features are small and can possibly be implemented through ERM, it is necessary to know exactly what and where is being added, and large changes require only a plugin.
Fresh Mod 7.0 is ready. You can download it in the first post of the thread.
Basic changes: 1. Water generation on the map has been completely removed - "flooded areas", "water strips", "lakes", etc. 2. Zone shapes and proportions have been improved. 3. "Mountain" zones and narrow zone strips in the Dungeon have been completely removed. 4. The algorithm for generating and displaying roads has been improved. 5. "Buggy" passages between zones have been completely removed. 6. "Shifted" guards have been completely removed. 7. "Double main passage guard" has been implemented. A passage between zones with a road on the ground is guarded by 2 different guards. Which are always generated in such a way that you can pass to another zone by defeating only one of them. 8. Mines, passage guards, and objects cannot be blocked by terrain. 9. In all zones, guards are generated along the road, equal to MaxValue of the Zone / 3. 10. The object placement algorithm has been improved. 11. The connection between two identical zones always forms only one monolith/underground gate. 12. The number of monoliths has been increased to 32 = 2*(8 two-way + 8 one-way entrances). 13. The appearance of a straight road going through all obstacles has been fixed. 14. A rare crash of RMG during river rendering has been fixed.
Optional changes: 1. Necropolis: ○ Necromancy skill percentages have been changed to 10%/15%/20%. ○ The Mortuary Amulet gives 2.5%, the Vampire Sultan - 5%, the Boots of the Dead - 7.5%. ○ Skeletons cannot be placed in the Skeleton Converter if they have less health than a skeleton. ○ The Necromancy Amplifier gives 5% (each subsequent one gives half as much as the previous one). ○ Isre and Vidomina have had their original specialization bonus of 5% restored. ○ Vampire Lord restores 50% of the damage dealt (was 25%, originally 100%). ○ Removed: Artifacts for speed do not affect undead. 2. Conflux: ○ The increase in Firebirds has been reduced from 2 to 1. Their upgrade is allowed. The increase in Phoenixes remains unchanged - 2. ○ The Magic Elemental costs 1350 (originally 800). 3. Tower: ○ Generation of the Golem Factory on snow has been added (value 4500). ○ The Canopy gives 3-5 resources (originally 1-5). 4. The use of scrolls of levels 4-5 is allowed without a built Town Hall. Their value has been changed: ○ 22500: Town Portal, Dimension Door, Fly. ○ 13000: Explosion, Resurrection, Armageddon, Summons, Chain Lightning, Meteor Shower, Berserk, Inferno. ○ 4000: Sorrow, Counterspell, Clone, Prayer, Fire Shield, Frenzy, Executioner, Magic Mirror, Sacrifice. ○ 1000-3000: Spells of levels 1-3 remain unchanged. 5. Interface: ○ You can refuse a skill in the witch's hut and the scientist's. ○ Removed: Display of the scientist's bonus type. 6. Other: ○ The diplomacy limit has been increased to 20,000 value (was 16,000). ○ In the fort on the hill, you can upgrade creatures to level 6. ○ When the "Gameplay changes" flag is set, the "Always 2nd level" flag is automatically set. ○ Removed: Mandatory 2nd level for the Tower.
I know, do you not like the shape or size? Regarding the shape, I didn't consider it critical; I plan to make it more random in the next major version. As for the size, I specifically chose an average one, but it can easily be adjusted larger or smaller. Currently, the conditional Kt = 2. I set it to 1.5. The result is as follows:
That is, the sizes of the zones are approximately the same both underground and on the surface, but it should be understood that this all varies greatly depending on the number and location of the zones, and it will not be possible to select exactly the same sizes.
I haven't had a chance to experience these types of generations in practice yet, but in my opinion, it looks great. However, what stands out is that the entrance to the treasure zone is practically exactly in the middle of the treasure zone itself. This makes determining the locations of lifts very predictable. As far as I can tell, this is not typical for SOD. For someone who has grown up playing with random maps, such a world seems too idealized, again, just my opinion. But perhaps you need to experience this directly from the game.
Another thing that stands out, roughly speaking, is that the entrance to the treasure zone is almost strictly in the middle of the treasure zone itself. That makes determining lift locations very predictable.
It just so happened to coincide — here's a similar situation with a reduced Kt: I plan to make the reduced Kt = 1.5 in 7.1.
The density and compactness of the Dungeons – I think that’s more of a plus, but their area, in the case of 1-2 underground zones (which is common for small maps), is on average higher than the surface areas when the cavern threshold (Kt) is 2. With Kt=1.5, it’s already a bit lower... Well, at least I’m voting for Kt<2.
Fresh Mod 7.1 is ready. You can download it in the first post of the topic. List of changes: 1. Fixed the crash on mirrored maps. 2. Created the mt_Jebus template (Fresh Mod), it is installed automatically.* 3. Reduced the frequency of external vampire dwellings. 4. On 6lm, there cannot be a path connecting 9-23-14. 5. The 6lm10b template is installed automatically.* 6. Changed the order of heroes during exchange in the city. 7. When opening the HW-rulse form and the "GPC" flag is set, the other flags are set to their default values. 8. Reduced the size of zones in the dungeon on 2sm4d. 9. RAI. Removed: For human players, the effectiveness of the "Raise Dead" spell is reduced by 3 times.
*Will appear in the list of templates after a restart.
4. The use of level 4-5 scrolls is allowed without a built Guildhall. Their value has been changed: ○ 22500: Town Portal, Dimensional Door, Fly. ○ 13000: Explosion, Resurrection, Armageddon, Summons, Chain Lightning, Meteor Shower, Berserk, Inferno. ○ 4000: Sorrow, Counterspell, Clone, Prayer, Fire Shield, Frenzy, Executioner, Magic Mirror, Sacrifice. ○ 1000-3000: Spells of levels 1-3 remain unchanged.
There's one nuance here. Most templates (for example, the 6LM template) are designed for a 20,000 value. That is, the range of rewards there is from 10-20k. The rarest rewards, and only in super-tier chests, are 20-30k, which practically removes control scrolls from the game. Either the templates need to be changed to 22500 tier, or the control value should be lowered to 20k. It's a bit strange that KV and Wings are more expensive than Fly, for example, and that Town Portal is more expensive than Dimensional Door.