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== Fanstratics Feature: Hardcore Mode == Similar to the previous two features (Rally Attack & Boss Battles), a Hardcore Mode is not a new idea. Anyone familiar with late 70’s, early 80’s, coin-operated arcade games, have experienced video game ‘permadeath’. While this design choice has a long history, in my personal experience, it wasn’t formalized as a mainstream feature until Diablo 2’s ‘hardcore mode’ in 2000. There is something masochistically romantic about risking your precious time attempting to conquer an intentionally difficult video game. While I personally don’t have the time to grind out repeated hardcore wins, hardcore play has been responsible for some of the most memorable video game streams I’ve ever seen: Diablo 3, Fallout: New Vegas (Hardcore Mode), XCOM (Ironman), Darkest Dungeon (86 or 100 Weeks), etc. Most recently, Moonmoon played Doom Eternal in a pseudo-permadeath mode... and failed during the final fight. While I suspect only a minority of players will utilize this feature, I would like to see hardcore streams of Fanstratics. So, a hardcore mode is planned; one persistent save for your current game, with the difficulty settings of your choice. There may also be other ‘hardcore’ wrinkles, such as ‘permadeath’ for Heroes. If you lose a Hero in battle, they no longer appear in your Kingdom’s Hero Pool. Bottom line... if you lose... you lose. Personally, I want to see people play and stream Fanstratics in hardcore mode, on the toughest difficulty, against multiple AI opponents, with an in-game time limit. It could make for some gripping entertainment. Will there be a map editor and random map generator in Fanstratics? HoMM3’s map editor and random map generator were released with its first expansion pack ‘[[Armageddon's Blade]]’. For Fanstratics, I expect to rollout both a Community Map Editor and a Random Map Generator, well after the game’s official public release. When? I cannot say at this stage. If there will be a random map generator, how will it be configured? It’s been a very long time since I crafted HoMM3’s original [[Random Map|RMG template]]s (using Microsoft Excel). Since then, different methods to random map generation have been developed, and I would like to research a number of them, before I decide on a final design direction. So, details regarding the internal logic and implementation of the Random Map Generator are currently unresolved.
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