Auto-translated
yes, none of the heroes appear after fleeing to the tavern.
New here? I'm Roha — want a quick tour?
New players don't start with a powerful hero.
By the way, if I build a Blazing Cavern, will the Witches' Sabbath destroy it? Or does it only target the Capitol and the Castle?
Also, all heroes who, thanks to their specialization, cast a spell at the beginning of the battle, give 1 turn to the enemy hero, as their ability is considered a turn.
This isn't the first map with heroes who have unusual specializations, and I've never seen them be recruitable in taverns. The Warlock's Immolation ability is annoying because it only affects units on the edge of the map. But when the enemy has a lot of single-unit creatures that aren't archers, they are almost always on the second line. And if the enemy is using tactics, then their tough units are also positioned in the front.
Also, at the beginning of the game, when he only casts one wall, it is often placed not on the units, but between them. It would be nice to somehow tie the wall cast to the enemy's troops.
This isn't the first map with heroes who have unusual specializations, and I've never seen them be recruitable in taverns.
Hmm, wouldn't it be possible to add a condition – if a hero escapes, their development and skills remain, but if they die, their stats revert to those of level 1? In that case, even if they are hired again, they won't be of much use.
The idea is good; it would be great to find a way to determine whether a hero has fled using scripts.
There is a function called GetSavedCombatResult, which returns the result of the battle.
This time, by the time the AI first attacked, was the difference not so significant?
By the way, if I build a Blazing Cavern, will the Witch Coven destroy it? Or does it only target the Capitol and the Castle?