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Posts from The intricacies of game mechanics

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11 years ago
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also, each castle has its own probability of spawning different classes. That is, if there are two unwanted heroes, you need to buy the class with the lower probability to reduce the chance of that same class appearing again. It's a small detail, but it still matters.
11 years ago
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Yes, I forgot about that. Actually, because of this, the chance of getting your own hero isn't 1/9, but slightly more, but it's still fixed and, with the exception of the mentioned case, doesn't depend on which heroes have already been bought.
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11 years ago
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As far as I've noticed, as long as you haven't exhausted your supply of native heroes in your employ, the chance of a native hero appearing in the tavern at the beginning of the week isn't 1/9, but rather approximately (1 - 1/9), and the chance of a second native hero appearing is 1/9. This means that at the beginning of the week, the appearance of one native hero is almost guaranteed. In all other cases, the chance will be 1/9.
In reply to dnaop-wr
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11 years ago
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dnaop-wr
As far as I've noticed, as long as you haven't exhausted your supply of native heroes, the chance of a native hero appearing in the tavern at the beginning of the week isn't 1/9, but rather approximately (1 - 1/9), and the chance of a second native hero appearing is 1/9. This means that at the beginning of the week, the appearance of one native hero is almost guaranteed. In all other cases, the chance will be 1/9.
I've been playing for quite some time and have never encountered a situation where there wasn't a native hero available at the beginning of the week.
In reply to Vatya
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11 years ago
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Vatya
I've been playing for a while now, and I've never encountered a situation where there weren't any available heroes at the start of the week.
Well, all 16 might already be bought out.
In reply to Dirty_Player
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11 years ago
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Dirty_Player
Well, all 16 slots could already be taken.
Kostyan, I'm talking about online play right now.
In reply to Vatya
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11 years ago
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Vatya
Kostyan, I'm talking about online play right now.
Recently, I was playing as Necropolis with the HL+U expansion, and there were five or six Necropolis players on the map, but on day 121, no Necropolis player visited my tavern.
11 years ago
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Yes, these kinds of oddities usually happen because of the dungeons. In one of the generated maps, I saw that all the Dungeon faction heroes were stuck in prisons, and both the random starting hero and the heroes in the tavern on level 111 were from other cities.
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11 years ago
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Maybe this isn't exactly the right topic, but I decided to post it here. =)
I've been wondering for a while how Chain Lightning works, whether it can be interrupted (by magic resistance). I just tested it.
It turns out that when it transitions from one target to another, the resistance is checked each time. So, if you take, for example, a formation of units numbered in order 1, 2, 3, 4, 5, 6, 7, 8 and cast it on #1, then...
If there is no resistance (or it doesn't trigger), units 1, 2, 3, 4, 5 will take damage (let's assume we have expert air magic).
If resistance triggers on the first unit, the chain will immediately break.
If resistance triggers only on the second unit, the chain will continue, and units 1, 3, 4, 5, 6 will take damage.
If resistance triggers on units 2, 3, 4, 5, the chain will continue, and units 1, 6, 7, 8 will take damage.
I even had a case where the chain broke immediately after the first hit (only one unit took damage). I conducted the experiment with dwarves and unicorns, with artifacts equipped to increase magic resistance.
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11 years ago
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I remembered something else! =)
Everywhere (even in the FAQ) it says that a ballista does not participate in the defense of the city. However, this is not entirely true. A ballista will appear on the battlefield if the city does not have a fort built.
In reply to Vatya
9 years ago
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- Phoenix.
Revives once per battle, immediately after death. The number of Phoenixes that can be revived in a stack is: (number of creatures at the start of the battle) / 5 + X, where X is calculated as follows: take the number of Phoenixes equal to the remainder of the division of the number of creatures in the stack at the start of the battle by 5, and each of them has a 20% chance to revive. That is, for example, if there were 19 Phoenixes, then 3 Phoenixes will definitely revive, and another 4 Phoenixes each have a 20% chance to revive. With exceptional luck, all 7 can revive.

Do I understand correctly that if we have up to 5 Phoenixes, for example, 4, then we have a chance to get all 4 Phoenixes back after revival, but if we have 5, then only 1? Or, if we have from 16 to 19, then we can get (maximum) from 4 to 7, and if we have 20, then always 5?
9 years ago
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Yes, that's correct. The probabilities are just different. In the case of 4 Phoenixes, there's approximately a 40% chance that none of them will be resurrected, and a 40% chance that only 1 will be resurrected. The remaining 20% is divided among 2, 3, or 4 being resurrected.
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9 years ago
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"If you cast Berserk on enemy dendroid units, after they attack/counter-attack each other, they will remain rooted in place until the unit that cast the spell is destroyed," - PhysMig (s)

This isn't entirely accurate. The spell will wear off on its own on the 256th round after being cast. =)
In practice, this fact won't affect the outcome of the battle, but for the record... =)"
In reply to Telder54
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9 years ago
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Telder54

In practice, this fact won't affect the outcome of the battle, but for the record... =)
Yeah, I'm not sure. I recently played a map where I ran out of arrows in my town, which was unpleasant. I thought they were infinite :D
In reply to Lider1
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9 years ago
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Lider1, as far as I know, there are 99 shots there. I don't remember exactly where I saw it, maybe in FizMig =)

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