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Posts from [ANNOUNCEMENT] Heroes 3: World Tournament - an add-on for tournament games.Auto-translated
Added 7 minutes later By the way, was the experience gain for the AI removed?
The link is working. I can upload it to another file-sharing service if needed.
And why would the experience gain for the AI have been removed? Perhaps the rate at which they gain experience was reduced? I haven't touched that yet; it wasn't on the list. Although, it probably wouldn't hurt to do so.
Ivor, good to hear from you! You didn't even ask for my help. Well, at least I wrote the scripts for the diplomacy. That's some help. Thanks for the build, we'll test it!
By the way, a question arose - if the dungeons are removed, does the guard remain? Maybe something else could be placed instead of the dungeon? Perhaps a random artifact from the corresponding class, based on the hero's level: 1 treasure for levels 1-3, 5 for levels 4-9, 10 for levels 10-19, and 20 for levels 20+. Or, for levels 1-5, 1 treasure, 10 minor artifacts, and 20 major artifacts.
Ivor, good to see you! You didn't even ask for my help. Well, at least I wrote the scripts for diplomacy... and that's a big help. Thanks for the build, we'll test it!
By the way, a question arose - prisons are removed, and it turns out the guards remain? Maybe something should be placed instead of the prison? You could randomly generate an artifact from the corresponding class based on the hero's level: 1 treasure for level 1, 5 - minor, 10 major, 20 relic, or from 1-5 treasure, 10 minor, 20 major.
Thanks for your help! I left your method for buying off neutrals. I fixed the bug with subtracting extra gold by saving the amount before the battle and subtracting it after the bribe. But I left my calculation of the bribe cost so as not to duplicate it.
Prisons are removed because replacing the hero causes the game to crash. I haven't found a way to correctly replace them. The absence of a prison is still much better than an empty one.
You can replace it with an artifact; write a function for it when you have time.
The link works. I can upload it to another file-sharing service if needed.
And why should the experience gain for computers have been removed? Perhaps the rate of experience gain was reduced? I haven't touched that yet; it wasn't on the list. Although it seems like it wouldn't hurt to do so.
At the very least, this needs to be reduced by 100%; it was one of the main changes being discussed.
Great news! The ballistics skill for archers is now simply amazing. As is leadership, it's very good in late game. Let's see how the balance is now...
The sanitary tent with its skill still hasn't been fixed. On expert difficulty, it heals 10-100 HP, but it should heal 200 HP constantly, as per the description! There should also be a resurrection skill associated with it, but it doesn't work correctly either; I don't know what's wrong with the resurrection.
Wow, huge respect to the development team! What about necromancy? Wasn't it supposed to be in the list that Vic declared?
"Это нам идеально подходит!" [Новосибирск, 2013] "Красавчик! Если только не читер.." [Киев, 2014] "Это Вам не шутки - нажрался Dust в маршрутке" [Новокузнецк, 2015] Сам ты фиш (с) :D
6. The building tree in the Tavern has been changed – mages have become a dead-end branch; after golems, it is now possible to build giants or nagas directly, and after nagas – giants.
The costs for building and upgrading the giant dwelling have been reduced from 7500/22500 to 5000/20000.
The prices have changed, but the building tree remains the same.
Here's a more convenient link to the file, without using ifolder.
Added a link to the specified file-sharing service. "Sevensan"
The medical tent with its skill still hasn't been fixed. On expert difficulty, it heals 10-100 HP, but it should constantly heal 200 HP as intended! It should also have a resurrection skill, but it doesn't work correctly either; I don't know what's wrong with the resurrection.
Many secondary skills require improvement, not just the tent. This was planned to be left for future updates.
Regarding the tent specifically, we decided not to assign a healer to it. Personally, I think the tent should remain functionally what it is now, only enhanced. That is, it should restore health to its own troops and only work when it is directly present on the battlefield, and therefore lose its functionality when destroyed in battle. If any skills are added, they should also only be active while the tent is moving and the tent itself is on the battlefield.
Increasing the healing and health is not difficult. The problem lies in its uselessness for low-level troops and its limited usefulness in battles with large armies. It is also necessary to make the strength of the healing and health dependent on Spell Power and Knowledge. Then the tent will be more useful for mages in the early game. "LeBron"
Respect to the development team! What about necromancy? It was on the list that Vic declared.
The list is on page 13 of this thread. Necromancy was not on it. Yes, in the next updates, Vic planned to return necromancy in a weakened form. Personally, I am against this idea. It's not just about the difficulty of balancing, but also about slowing down the game with the need to collect skeletons, including when playing as other races.
Also, it would be nice if the chat in the World Tournament showed that the update is installed for version 0.42, otherwise some particularly gifted individuals will get confused and wonder why nothing is being installed.
Also, it would be nice if it showed in the Warlords chat that the update is installed for version 0.42, otherwise some particularly talented people will get confused and think why nothing is being installed.
I can't do this myself, without Asm. And he's unlikely to give me the Warlords source code. He replied on Bay today that he's not against most of the points and is ready to integrate the update. But firstly, he wasn't against, for example, including the ready-made fix for the negative troop experience bug a year ago, but it's still there. Secondly, the volume of changes is more or less large, and I can't check everything in the multiplayer myself; everything needs to be tested, and then finally integrated.
estates + diplomacy = 400+400 mana points, + stables 400 + navigation = +600, + logistics = +600 (boots + gloves = +600) = 2000+2400 (+600) = 5000... when will games with such features end? always on the second one?)
Added 15 minutes ago
Changes compared to version 0.41:
Balance changes:
2. Classes have been removed as a feature.
I reread everything again.
In general.
I like all the updates except this one.
Bring back classes. They are needed as a feature that you can play with or not. Now it all looks very imbalanced.
Estates + diplomacy provide not only 800 movement points for 640 gold (500 of which come from the estates themselves). They also offer the ability to buy off a point, cheap buy-offs from opponents, and the purchase of free experience and mana at the right moments. All of this is clearly an overbalance.