Auto-translated
Have you tried disabling your antivirus?
New here? I'm Roha — want a quick tour?
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.
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.
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.
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.
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.
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. :)
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. :)