This mod removes or fixes all bugged scripts from Era and replaces them with other options. A few ones were replaced because (IMO) they were decorative only and without any improvement to the game-play.
Changes in WoG 3.58 scripts:
[+] Henchman was modified by Berserker.
[+] First money script fixed (redraw status bar)
[+] Artificer will also purchase your artefacts for either mithril or gold.
[+] Fnord 3.59 script "Monsters will drop resources when defeated"
[+] Fnord 3.59 script "Monsters will drop artefacts"
[+] Secondary skills script was fixed (tactics again) BR->BF
[+] "Disable autosave" was replaced by Fnord 3.59 script "Swap troops between Heroes"
[+] Hints added to scripts which may not be compatible between or create impossible gameplay, ie random hero + enhanced warmachines + karmic battles, good luck
[+] Mithril enhancements fixed (AI will not receive negative gold after mithril conversion)
[+] Resolve Battle, by Valery and Berserker
[+] Call to Arms by Berserker
[+] Town Treasuries by Fnord
[-] Sabotage buildings was removed from Espionage III script.
[-] "Passable terrain" removed
[-] "Split decision" removed
Custom Scripts added
(Author: Berserker)
[+] Fast troops placement
[+] Gnolls marauders first strike
[+] Distant Death Stare
[+] The grand manoeuvre
New scripts:
Resolve Battle: click on auto-combat to instantly finish the battle, without any mana spent.
Monsters drop resources
All monster stacks on the map have gold and possibly either wood or ore or a precious resource (or sometimes wood/ore + a precious resource) that you can claim if you defeat them in combat.
Gathering up the resources uses 500 movement points, or the hero's remaining movement, whichever is less.
Crystal Dragons have extra crystal, Red, Black, Darkness and Rust Dragons have extra Sulfur, Diamond Golems and Diamond Dragons have extra gems,
Stone and Iron Golems have extra ore, Dwarves, Gold Golems and all Dragons have extra gold, Dendroids have extra Wood, Magi, Arch Magi, Genies, Master Genies, Enchanters, Sorceresses, Faerie Dragons, Psychic and Magic Elementals have extra Mithril, Efreet, Efreet Sultans, Firebirds, Phoenix and Sacred Phoenix have extra Mercury. Monsters that have more of a resource always have that resource.
Resource specialist heroes have a 70% chance of getting their specialist resource unless the monster has its own specialty. If a resource specialist does get their specialty resource, they get one additional resource +20% (rounded down). Gold specialist heroes always get 1/3 more gold.
If the monsters flee, you get half the treasure (they only have time to flee with half of it).
If a monster stack has an artifact, it won't have any resources.
Monsters drop artefacts
Approximately 25% of Monster Stacks will have artifacts unless the stack is set to always join or already has an artifact. The artifact class depends on the initial gold value of the stack as follows:
»under 1000 = none
»1000-2999 = Treasure
»3000-11999 = Minor
»12000-39999 = Major
»40000+ = Relic
Only enabled artifacts will be given (meaning no assembled combos unless specifically enabled) and WoG Artifacts may be given if they're not banned.
Boots of Speed, Equestrian Gloves, Boosts of Levitation and Angel Wings will never be given, even if not banned.
The Grand manoeuvre
Grand Elves can now carry out a manoeuvre: make a 1 hex move and then shoot with a singular shot
Town Treasuries
When you capture another player's town, you gain a portion of that player's resources, including gold (or all resources if you capture their last town).
The percentage of resources depends on the level of town hall in the captured town and the total number of towns (and their town hall levels) owned by the same player as follows:
Capitol = 4 shares
City Hall = 3 shares
Town Hall = 2 shares
Village Hall = 1 share
Example: the Blue player has 3 towns with Village Halls, 2 towns with Town Halls, 2 towns with City Halls and 1 town with a Capitol. This is a total of 17 shares.
Each resource would be divided by 17 and then multiplied by the number of shares for the town captured. If the Red player captures a town with a City Hall, each of Blue's resources would be divided by 17 and then multiplied by 3. This amount would be subtracted from the Blue player's resources and added to the Red player's, e.g., 15000 gold divided by 17 equals 882 (fractions are dropped), multiplied by 3 equals 2646 gold.
Call to Arms
Allows to instantly hire creatures from dwellings into town garrison.
Press 1..7 keys to hire creatures of specified level and current town type.
For instance, pressing 1 in Castle will collect all pikemen/halberdiers.
If player has not enough gold/resources, some creature remain not collected.
Fast troops placement
Allows to instantly place troops with mouse in tactics phase. Left-click on friendly stack to select it. Left-click on empty hex to place it.
Gnoll Marauders First Strike
Gnoll Marauders block the incoming attack, retaliate and receive damage from remaining enemies only.
Distant Death Stare
Use ESCAPE to switch between ordinary and ranged attack.
Distant attack has Gorgons' speed range.
Gorgons kill 3.6/2.2/1.1/0.8/0.6/0.4/0.2 * Gorgons number, depending on target level.
Death Stare does not affect undead and war machines.
Note: Human only.
(из WoG Plus). Остальное просто "есть" и тот-же XXL перекрывается отдельным (более новым).
Многое есть в ES, но на счет "фиксов из WoG REVISED" не ясно, может они есть в этой сборке.
А вот отсутствие усиления утопий.. Этот скрипт можно просто перенести в WoG без редактирования? copy-paste .ert + .erm