Berserker, in my script, those VR:R occur OnAfterBattleUniversal. I checked the owner here to know whether the heroes were killed and what specialty they should be given if they did.
Tests were performed in single player battles.
All VR:R keep to be the same in this trigger, right?
Yes. There are a few VR:R under this trigger and all of them generate the same set of numbers every time OnAfterBattleUniversal event triggers
Maybe it's sod behavior related to level-up? Sod seed pseudo random number generator (PRNG) with fixed value before battle and before level up.
Is the value the same for all battles?
Yep, do you 3.9.9 dll to recheck this bug?
I did. it was the same problem in ERA 3.9.9
I don't have 3.9.8 and 3.9.7 DLL to test
Ok, thanks, will try to investigate the issue (heroes3.ini, Debug.Destination=Console, Debug.Rng=2).
Thanks. I wonder if this can be optimised.
I use this script to show the battle log in the very first moment after entering the battlefield. I made an auto-casting spell when entering the battlefield, spell animations and battle log would be shown OnBattlefieldVisible:
It works ok except when the tactic phase occurs. When you check, there is no battle log in the record after the tactic phase ends.
It makes scripting inconvenient - I have to put my MM:S in !?FU(OnBattleRound) instead, like
Any suggestion? Is there a better timing to use MM:S + play spell animation before the tactics phase?
Or is there something can be improved from ERA?
Prbably, the game simply clears the log after tactics phase useless logs. You can create new event like
Thanks!
We don't tweak balance often, but I feel like this is something important:
The calculation of gems provided by Diamond Dragons is a bit ridiculous. Unlike Crystal Dragons, which only count as FALSE/TRUE for every player, Diamond Dragon provides one gem to every hero's owner. This means if you have 2 heroes having Diamond Dragons in the troops, you will have 2 gems/day.
Address: 00755AF7
I feel like it should be like Crystal Dragons' calculation - max one gem/player/day. Otherwise, that brings too many advantages, and players have to worry about the distribution of Diamond Dragons among heroes to get the max gem production, which is also something tedious.
I agree. I would disable original code via patch and wrote own bonus implementation. Maybe, diamonds after battle or diamonds per each killed dragon. There are many variants to implement.
Well, any nerf is welcome. The current implementation brings too many advantages if distributing Diamond Dragons to different heroes.
Another thought about the balance of Diamond Dragons is its stack exp ability.
It has a never-working SE ability from WoG: 100% to Deflect 0-50% physical damage until igrik/daemon_n fixed and let it work again in game bug fixes extended.dll last month.
The fix brings a problem. From what I can see, the stats of Diamond Dragons are balanced considering this Deflect ability not working. Now since the Deflect ability works again, Diamond Dragon in full stack exp has become way too stronger than the other level 8s. I have done some tests in battle and with no doubt Diamond Dragons is the strongest. This is not good because they are much worse in 0 stack exp competition. The growth of strength is a bit inconsistent. It doesn't make sense that stack exp changes everything of this creature.
My suggestion: Reduce the chance of Deflect from 100% to 30% or so (Reference: Hell Hydras have 50% chance to block 50% damage on Rank 10). Having to watch the animation of Deflect each time Diamond Dragons gets hit is torture. A lower chance to trigger the ability would just fit.
Bug report:
On Town Screen, moving a hero from visiting to garrison reset all the Warlord's Banners of his/her troops to HP bonus.