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Posts from HoMM3 HD is a mod (add-on) for the game Heroes of Might and Magic 3.

4.7 (6 ratings)
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Have you tried disabling your antivirus?
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Update 3.25 -> 3.26 (12/23/2012), HD+
original bugs: extra castle and neutral zones in the map editor, crash when removing magical obstacles with a spell, incorrect spell chances for the Fairy Dragon, failure to reset visited map objects, incorrect AI calculation of hero luck when assessing the value of increasing luck, incorrect wisdom and magic levels for the Elementalist, incorrect display of attack with stack bonuses in battle.
In the original, the Elementalist was forgotten, and not specified as a mage when leveling up, which is why he gains wisdom every 6 levels and magic every 4, while all other mages gain both every 3 levels. This has been fixed in HD+, so Elementalists level up differently.
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I also wanted to ask about this... The question is, was it really necessary to fix this bug? Did it even cause any problems?
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Well, there's no doubt that this is a bug, so it's already causing problems just by existing. :)

All I can say is that baratorch could have included a fix for the neutral unit pathing issue in the same release, but he chose not to.

In any case, the website clearly states:
ATTENTION! HD+ changes the original rules and possibilities of the game, so if, for example, you are playing an offline tournament on a clean SoD/Complete version, you must disable this option.
In reply to Sav
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Sav
All I can say is that baratorch could have included a fix for the issue where neutral creatures pass through each other in the same release, but he chose not to.
Something like this would happen to me: :smile11:
In reply to Sav
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Sav
Update 3.25 -> 3.26 (12/23/2012), HD+

In the original, the Elementalist was overlooked, and wasn't specified as a mage when leveling up, which caused him to gain Wisdom at level 6 and Magic at level 4, while all other mages gain both at level 3. In HD+, this has been fixed, so Elementalists level up differently.
At least this fix could have been mentioned. And specifically. Not in general terms :). And how many more of these undisclosed minor bugs that have been fixed will appear?... Well, the fact that offline players used HD+ is, of course, their own fault. At least there is enough information about the fixed issues so that they don't use it offline.
And, if I remember correctly, the skill tree for Elementalists was also messed up in 2.98, or is it such a variable bug that it appears when it wants to. The skill tree also sometimes got messed up after loading a save.
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In that version, the second level was simply always built, so these fixes went largely unnoticed. :)\ \ Specifically regarding the fixes from that list:\ \ 1. Fixed the lists of possible Factions for placing Faction dwellings, Pandora's Boxes, and Seer Huts for a zone without a city, depending on the type of terrain.\
  • Before.
    Each mention of a Faction - 25% chance for a zone with the corresponding terrain to become its type.
    • Dirt: Castle, Rampart, Necropolis, neutrals.
    • Sand: Stronghold, neutrals, Castle, Castle.
    • Grass: Castle, Rampart, neutrals, Castle.
    • Snow: Tower, neutrals, Castle, Castle.
    • Swamp: Fortress, Necropolis, neutrals, Castle.
    • Stone: Stronghold, Conflux, neutrals, Castle.
    • Dungeon: Inferno, Necropolis, Dungeon, neutrals.
    • Lava: Inferno, neutrals, Castle, Castle.
  • After.
    A Faction is randomly selected from the list corresponding to the terrain type with equal chances.
    • Dirt: Castle, Rampart, Necropolis.
    • Sand: Stronghold, Conflux.
    • Grass: Castle, Rampart.
    • Snow: Tower.
    • Swamp: Fortress, Necropolis, Conflux.
    • Stone: Stronghold, Conflux.
    • Dungeon: Inferno, Necropolis, Dungeon.
    • Lava: Inferno.
\ In particular, dwellings of various uber-dragons, peasants, etc., disappear from random maps.\ \ 2. Fixed a crash after removing a wall of fire or a force field with the Remove Obstacle spell and the expiration of the first ones.\ \ 3. Fixed a code error due to which, for the Fairy Dragon, the spell creation chances were taken from their numbers, and not from the chance values.\ The following incorrect chances were present.\
  • Ice Bolt: 16/153
  • Lightning: 17/153
  • Fireball: 21/153
  • Magic Arrow: 15/153
  • Ring of Cold: 20/153
  • Chain Lightning: 19/153
  • Meteor Shower: 23/153
  • Inferno: 22/153
\ Now the Fairy Dragon has the correct spell creation chances.\
  • Ice Bolt: 22%
  • Lightning: 22%
  • Fireball: 21%
  • Magic Arrow: 10%
  • Ring of Cold: 10%
  • Chain Lightning: 5%
  • Meteor Shower: 5%
  • Inferno: 5%
\ \ 4. Fixed the lack of resetting the visited status of many objects (including Keymaster's Tents) at the start of the map.\ \ 5. Fixed the calculation of the AI's luck level when calculating the value of the Fairy Cottage, Swan Lake, Mermaids, and luck-giving Pandora's Boxes and Seer Huts.\ \ 6. Fixed incorrect maximum intervals between offers to take Wisdom and the Elementalist's elemental magic.\ Previously, Wisdom was offered to the Elementalist no later than 6 levels after the previous offer, and elemental magic - after 4; everything was like for warriors. Now, both Wisdom and elemental magic are offered to Elementalist no later than 3 levels after the previous offer, like for mages.\ \ 7. Fixed the display of stack attack, taking into account bonuses.\ Now, ranged attack is always taken into account if ranged attack is possible, and melee attack if it is not.\ That is, when applying Bloodlust to an unblocked ranged attacker, his attack in the stack information window will not change until he runs out of shots or is blocked - because Bloodlust does not affect ranged damage.
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I want to report a problem. We are currently playing, and I am the red player. On one of the turns, the blue player passed their turn, and the computer attacked my castle. The result of the auto-battle was displayed, and I didn't even have time to move my units to defend (it was less than 10 seconds) before the result was applied. I had to load an autosave so that I could fight back. I would like this to be fixed if possible, as it's easy to miss that the computer is attacking, and it could also be exploited by dishonest players (although this is rare) to load an autosave.
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+1. There's also another issue: when you kill a computer-controlled unit at the end of its turn and gain a level, the experience and level disappear after you end your turn.
In reply to Sav
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Sav
1. Fixed the lists of possible Factions for placing Faction dwellings, Pandora's Boxes, and Seer Huts in city-less zones, depending on the terrain type.
  • Before.
    Each mention of a Faction has a 25% chance for a zone with the corresponding terrain to become its type.
    • Dirt: Castle, Rampart, Necropolis, neutrals.
    • Sand: Stronghold, neutrals, Castle, Castle.
    • Grass: Castle, Rampart, neutrals, Castle.
    • Snow: Tower, neutrals, Castle, Castle.
    • Swamp: Fortress, Necropolis, neutrals, Castle.
    • Stone: Stronghold, Conflux, neutrals, Castle.
    • Dungeon: Inferno, Necropolis, Dungeon, neutrals.
    • Lava: Inferno, neutrals, Castle, Castle.
  • After.
    A Faction is randomly selected from the list corresponding to the terrain type with equal chances.
    • Dirt: Castle, Rampart, Necropolis.
    • Sand: Stronghold, Fortress.
    • Grass: Castle, Rampart.
    • Snow: Tower.
    • Swamp: Fortress, Necropolis, Fortress.
    • Stone: Stronghold, Conflux.
    • Dungeon: Inferno, Necropolis, Dungeon.
    • Lava: Inferno.

In particular, this removes dwellings of various uber-dragons, peasants, etc. from random maps.
Why was this done?
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This is clearly a bug in the game, and the error in the code logic is very apparent. Essentially, neutral zones are represented by -1, which indicates the end of the table, while the extra castle zones are represented by 0, indicating empty spaces after the end of the table. My understanding is that the question primarily concerns neutral dwellings, pandoras, and seers, right? They shouldn't actually appear according to the original design; they are a result of the bug. I have code that, in addition to fixing the bug, makes it so that, regardless of the terrain, a zone without a city has a certain chance of becoming neutral. If baratorch deems it necessary, he can include it in HD. By the way, it would be interesting to know how multiplayer players feel about neutral zones. So far, I've only noticed that since that version was released, no one has paid attention to their absence. :)
In reply to Sav
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Sav
This is clearly a bug in the game, and the error in the code logic is very evident. Basically, neutral zones are -1, which indicates the end of the table, while extra castle zones are 0, which are empty spaces after the end of the table.

I understand that the question primarily concerns neutral dwellings, Pandorians, and Seers, right? They really shouldn't appear according to the original idea; they are the result of a bug.

I have code that, in addition to fixing the bug, makes it so that, regardless of the terrain, a zone without a city becomes neutral with a certain probability. If baratorch deems it necessary, he can include it in HD.

By the way, it would be interesting to know how multiplayer players generally feel about neutral zones. So far, I only see that since the release of that version, no one has paid attention to their absence. :)
Neutral zones are definitely needed.

They didn't notice because it's not that noticeable.

As I understand it, previously, with a probability of 1/4, a zone would become neutral.
In reply to Wicc
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Different zones are needed, different zones are important! Ideally, it would be best to set a 10% probability (since there are 9 factions + neutrals) for each faction, regardless of the terrain type. I've always thought that's how it works.
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In reply to Sav
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Sav
By the way, I'm curious to know how multiplayer players feel about neutral zones. So far, I've only noticed that since that version was released, no one has paid attention to their absence. :)
I had a game where I encountered neutral creatures in a snowy treasure on a small map. That's where the chaos with neutral creatures was at its peak. :) But in general, neutral zones are definitely needed. And with an equal probability, regardless of the type of terrain. I was also sure that it was just a normal random occurrence... turns out it was some kind of bug. :eek:

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