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In reply to Marcus Aurelius
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9 years ago
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Marcus Aurelius
I requested this feature for my template, which I plan to create in the new template editor. This feature could also reduce game time on Jebus. As for the other templates, players can continue to play as they always have; no one is forcing anyone to do anything.

So that the OH (presumably "Observer History" or similar) saves the locations of the blue player's heroes, and for the red player, they remain in the previous day's location until they reach the current day (it seems this is already the case). Similarly, for the blue player, the red player's turn is also from the previous day. Upon meeting, the OH rolls back, meaning everything the red player did (if the blue player attacked) is undone. This way, you can play the entire game with the OH, and without replaying the OH as it is now; only the turn of the player who was attacked at the moment of the attack is rolled back, and then the game continues from that point onward with the OH.
9 years ago
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What about implementing the Jebusscross template for the hot-swap version, including the Necropolis and Fortress centers?
In reply to Pridu
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9 years ago
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Pridu
How about implementing the Jebusscross template with Necropolis and Fortress centers in the hotfix version?
It's already done. We're waiting for the release...
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9 years ago
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Then, perhaps, a center in the Cove as well.
9 years ago
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Why not add the option to refuse a skill from a witch's hut? It's only realistic that a hero might choose not to learn from the witch — it's not like she can force him to absorb that knowledge by force :) A cost could be added.

The same should be done with the mana vortex in the dungeon.

I'd also like the ability to view available spells in the mage tower WITHOUT heroes being in the town.

These changes would make the game simpler and reduce the number of things to keep in mind.

Added after 4 minutes
Suggestion for fire or water control: a spell that allows visiting unguarded objects at a distance (similar to visions). This would improve collecting objects with papa heroes, who are usually ignored due to movement points.

The spell costs mana and movement points. Improving the corresponding magic school reduces/removes the movement point cost and increases the number of uses per hero per day.

Added after 2 minutes
Suggestion regarding the map: why must you always approach a hive from the bottom or sides — why can't you approach from above? The hive is small after all. The same issues apply to similar one-hex objects (wells, trees of wisdom, huts, and others). Also, add the ability to move upward from such objects.

Added after 39 minutes
Suggestions for improving map generation:

1) Split object costs into 4 types: army objects (conservatories, hives, etc.), artifacts, external dwellings, resources. The reason is as follows: army objects increase power by a certain number, while stats increase power by a certain percentage — i.e., the former adds, while the latter multiplies. This sometimes creates two unbalanced situations:
A) There are many strong artifacts, but nothing to take them with.
B) There is a lot of army, but stats are zero.
This would also allow the map generator to create such unbalanced situations :)

2) Ban water artifacts on maps without water (remove admiral's hats from Dragon Utopias, remove all boat scrolls, replace navigation with another skill).

3) Reduce the probability of two shields appearing in one zone: when one shield is generated, the probability of a second decreases. This idea could be extended to artifact "specialties": control, battle (morale, speed), stats, others.

4) The appearance of some army object (conservatory, hive, etc.) increases the probability of a similar object appearing in the zone and on the map overall. This would solve the problem of a "mismatched" army, where there is no single powerful stack but 5 mediocre little stacks :)
This would also diversify games — in one game there would be wyverns and cyclopses, in another giants and angels.

5) Add an object limit to the map editor. Sometimes on Jebus Cross 3-4 Dragon Utopias are generated, which eat up other objects. The situation is similar to point 1: there is something to take, but nothing to take it with.

Added after 11 minutes
Another suggestion regarding the map (not generation) — the ability to path through objects. For example, there is often some lookout on the road. Let it be possible to plot a path through it.
When visiting an object, 3 situations then arise:
A) The player visits the object (object at the end of the path).
B) The player passes by the object, visiting it is strictly positive (a lookout is always a plus, for example).
C) The player passes by the object, visiting it is debatable (hive — losses, booster — minus gold).

Added after 11 minutes
In addition to the previous point — add the ability to walk THROUGH artifacts (and various resources/chests), collecting them in the process.

Added after 1 minute
In addition to the very first point (about huts), also add the ability to refuse unwanted skills from scholars.

Added after 10 minutes
At the moment, some skills are completely and utterly useless (learning, first aid, navigation), and some are close to that (resistance, gold, diplomacy). Why not give the option to ban some of them at the start?

Added after 7 minutes
I also had an idea to nerf the red orb — let it not forbid magic, but instead reduce spell power by 15 and lower magic schools by 2 tiers (expert to basic, and remove the rest). But then it's unclear what to do with the cape.
In reply to Mizari
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9 years ago
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Some of what was written has already been implemented in 1.5 (awaiting release), some things are being discussed and may appear later.
2) Ban on water artifacts in maps without water (remove admiral hats in Dragon Utopia, various boat scrolls as well, replace navigation with another skill).
And this has been around for a long time.
In reply to Wicc
9 years ago
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Wicc
Some of what has been written has already been implemented in 1.5 (we're waiting for the release), and some is being discussed and may appear in the future.
Cool :) Please, don't forget to discuss my new ideas :p I think they are worth considering.
Wicc
This has been available for a while.
Nice.
9 years ago
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Can the generator create >XL maps based on XL templates, but in a way that prevents creating dead ends or flying from one zone to another? The problem with logistics and flying is real; perhaps a special type of impassable mountains is needed.

And can the generator create maps WITHOUT a surface?

Added after 1 hour 7 minutes
Suggestion for combat: add the ability to "besiege" units. Besieging (Ctrl+D) would force a unit to automatically press "Defend" during its turn. This would be useful for micromanagement and when surrounding archers with a wall.
9 years ago
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You can add the Silence spell to water. This spell will prevent the opponent (or everyone) from casting spells. Increasing the water skill will increase the levels of forbidden spells and increase their duration.
9 years ago
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Is there a way to make the game display a message indicating that all parts of a composite artifact are present, even if they are held by different heroes?

Added 3 minutes ago
Also, what about a button to sort artifacts in the backpack?

Added 2 minutes ago
How do you feel about removing spells like "Protection from Fire" and "Protection from Water" from the game? What's the point of casting them? Or should we combine all four protections into a single "Protection from Offensive Magic" spell?
In reply to bipovi
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9 years ago
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the magic mirror is on the 5th floor, and the chance of it working is only 20%. Maybe it's meant to be cast on everyone?
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9 years ago
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Proposal for reworking the Keen Eye skill, while preserving its core concept (the hero can see what/how their opponent casts spells).
When describing the skill, it is assumed that our hero possesses Keen Eye, unless otherwise specified.

Keen Eye Level 1.
A hero with this skill can see the opponent's spellbook during battle. After the battle, there is a 50% chance that your hero will learn each spell from the opponent's spellbook (provided that the Wisdom skill allows it).

Keen Eye Level 2.
A hero with this skill can see the opponent's spellbook during battle and can cast spells from it (regardless of Wisdom, similar to the artifacts Book of Earth, Book of Air, and others). After the battle, there is a 75% chance that your hero will learn each spell from the opponent's spellbook (provided that the Wisdom skill allows it).

Keen Eye Level 3.
A hero with this skill can see the opponent's spellbook during battle and can cast spells from it (regardless of Wisdom, similar to the artifacts Book of Earth, Book of Air, and others). When the opponent casts a spell, a window pops up notifying you of which spell the opponent is casting, and the window contains the following message. You can (but are not required to) cast a spell that will be cast immediately before (or immediately after, at the player's choice) the opponent's spell. You also see exactly which spell the opponent is casting (but only the name; for example, you won't know how much damage their Armageddon will deal). Of course, if your hero has already cast spells today, this opportunity to seize the initiative will not be available. You cannot bribe or escape during this initiative seizure.
After the battle, there is a 100% chance that your hero will learn each spell from the opponent's spellbook (provided that the Wisdom skill allows it).

If both heroes in the battle have the Keen Eye skill, their abilities to use the skill are limited in a similar way to how the Tactics skill works.
A hero specializing in Keen Eye has 1 fictitious skill level; for example, Nimbus has Keen Eye level 3, and he is fighting a non-specialist hero with Keen Eye level 2. Nimbus's ability level is calculated as (3+1)-2=2. Specialization in Keen Eye is also neutralized if both heroes in the battle have it; for example, Malcolm versus Serena. If a hero specializing in Keen Eye fights a hero without the Keen Eye skill, their specialization will have no effect.
In reply to ilmanelamaa
9 years ago
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A skill that is initially aimed only at front-line units is mostly useless. It's very situational and won't be usable at all in the early and mid-game. And even in the late game, it's not guaranteed to be useful, as the presence of ranged units ruins everything.
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9 years ago
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Since smart hints about the number of creatures in stacks have been implemented, I think it would be useful to make it so that after breaking down a stack into, for example, 2-4 units and finding out that it contains exactly 3, the stack would then be displayed not as 100-250 griffins, but as exactly 150. This would eliminate the need to remember and record where and when you broke down a stack and how many units it contained. This would be helpful for blitz games, and blitz games are the future.
In reply to =Lizard=
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9 years ago
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Remove all control spells from the magic books and make them not tied to elements (all at expert level), using separate buildings for each spell; this will reduce the randomness of artifacts in the Dragon Utopia and spells in the guild; and everyone has the opportunity to build a spell or something else (there, portal costs one thing, flight another, Dimension Door a third); the cheapest is flight, for example, 5k gold, wood and ore at 20 each, etc

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