Editing Horn of the Abyss (Documentation)
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=== Spells === | === Spells === | ||
* '''Level 1-4 spells are available in | * '''Level 1-4 spells are available in Cove.''' | ||
* '''A chance of rolling in the Mage Guild''' | * '''A chance of rolling in the Mage Guild''' | ||
** Level 1 | ** Level 1 | ||
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* '''Advanced and Expert [[Slow]] reduces the speed by the formula (old speed x 0.5 + 1), rounding down.''' | * '''Advanced and Expert [[Slow]] reduces the speed by the formula (old speed x 0.5 + 1), rounding down.''' | ||
* '''The damage of [[Armageddon]] spell reduced from 50*(spell power) + 30/30/60/120 to 40*(spell power) + 30/30/60/120.''' | * '''The damage of [[Armageddon]] spell reduced from 50*(spell power) + 30/30/60/120 to 40*(spell power) + 30/30/60/120.''' | ||
* '''The effect of [[Protection from Air]], [[Protection from Fire]], [[Protection from Water]], and [[Protection from Earth]] spells increased from 30%-30%-50%-50% to 50%-50%- | * '''The effect of [[Protection from Air]], [[Protection from Fire]], [[Protection from Water]], and [[Protection from Earth]] spells increased from 30%-30%-50%-50% to 50%-50-%75-%75%.''' | ||
* '''[[Fly]], [[Water Walk]] and [[Dimension Door]] spell changes which make it impossible to trigger objects without alerting the guard even while using these spells (if take into account fix of object guard tilting bug).''' | * '''[[Fly]], [[Water Walk]] and [[Dimension Door]] spell changes which make it impossible to trigger objects without alerting the guard even while using these spells (if take into account fix of object guard tilting bug).''' | ||
** To trigger a guarded object while flying or water walking (if the object in question is not a freely passable one, like a friendly Garrison), you will now have to first land on an adjacent tile and fight the guardians. | ** To trigger a guarded object while flying or water walking (if the object in question is not a freely passable one, like a friendly Garrison), you will now have to first land on an adjacent tile and fight the guardians. | ||
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* Value of [[Hovel]] ([[Peasant]] outer dwell) multiplied by 3, so they will not appear more often than another level 1 Dwellings. | * Value of [[Hovel]] ([[Peasant]] outer dwell) multiplied by 3, so they will not appear more often than another level 1 Dwellings. | ||
* The image of every town depends on its Fort level (no Fort - Fort - Citadel - Castle - Castle+Capitol). | * The image of every town depends on its Fort level (no Fort - Fort - Citadel - Castle - Castle+Capitol). | ||
=== New Creature Banks === | === New Creature Banks === | ||
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* '''Changed the list of possible factions to set the one for dwellings, Pandora's boxes and Seer's huts for the zone without town, depending on the type of area.''' | * '''Changed the list of possible factions to set the one for dwellings, Pandora's boxes and Seer's huts for the zone without town, depending on the type of area.''' | ||
** <span style="color: #0000C0">How it was:</span> | ** <span style="color: #0000C0">How it was:</span> | ||
*** Every mention of factions has 25% chance have the territory in the area to be its type. | *** Every mention of factions has 25% chance have the territory in the area to be its type. | ||
*** Dirt: Castle, Rampart, | *** Dirt: Castle, Rampart, Necropolis, Neutral | ||
*** Sand: Stronghold, Neutral, Castle, Castle. | *** Sand: Stronghold, Neutral, Castle, Castle. | ||
*** Grass: | *** Grass: Castle, Rampart, Neutral, Castle. | ||
*** Snow: | *** Snow: Tower, Neutral, Castle, Castle. | ||
*** Swamp: | *** Swamp: Fortress, Necropolis, Neutral, Castle. | ||
*** Rough: | *** Rough: Stronghold, Conflux, Neutral, Castle. | ||
*** | *** Subterrain: Inferno, Necropolis, Dungeon, Neutral. | ||
*** Lava: | *** Lava: Inferno, Neutral, Castle, Castle. | ||
** <span style="color: #0000C0">How it is now:</span> | ** <span style="color: #0000C0">How it is now:</span> | ||
*** 25% chance that Neutral will be picked for any terrain, otherwise faction is randomly selected from the list corresponding to the type area with equal chances. | *** 25% chance that Neutral will be picked for any terrain, otherwise faction is randomly selected from the list corresponding to the type area with equal chances. | ||
*** Dirt: Castle, Rampart, | *** Dirt: Castle, Rampart, Necropolis. | ||
*** Sand: Stronghold, Cove. | *** Sand: Stronghold, Cove. | ||
*** Grass: | *** Grass: Castle, Rampart. | ||
*** Snow: | *** Snow: Tower. | ||
*** Swamp: | *** Swamp: Fortress, Necropolis, Cove. | ||
*** Rough: | *** Rough: Stronghold. | ||
*** | *** Dungeon: Inferno, Necropolis, Dungeon. | ||
*** Lava: | *** Lava: Inferno. | ||
*** Highlands: | *** Highlands: Conflux. | ||
*** Wasteland: Stronghold. | *** Wasteland: Stronghold. | ||
* '''Various obstacle and decoration placing improvements.''' | * '''Various obstacle and decoration placing improvements.''' | ||
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* '''Fixed a bug where a player could abuse the Admiral's Hat for endless movement points. Absence of recalculation of movement points after hero fled in naval battle is also fixed.''' | * '''Fixed a bug where a player could abuse the Admiral's Hat for endless movement points. Absence of recalculation of movement points after hero fled in naval battle is also fixed.''' | ||
* '''Fixed non-centered images of monsters on map:''' | * '''Fixed non-centered images of monsters on map:''' | ||
[[File:Adventure map creatures (SoD-HotA).gif]] | |||
==Map Editor== | ==Map Editor== | ||
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* Before the battle, the obstacle is removed from the attack square of the combat place, the defending hero is teleported to the main square (if not already there) and the attacker, to the attack square. If teleportation is not possible because the hero is in a boat and the square is on land, or vice versa, both players lose. | * Before the battle, the obstacle is removed from the attack square of the combat place, the defending hero is teleported to the main square (if not already there) and the attacker, to the attack square. If teleportation is not possible because the hero is in a boat and the square is on land, or vice versa, both players lose. | ||
* Combat takes place. If there is no winner, it counts as a mutual loss. | * Combat takes place. If there is no winner, it counts as a mutual loss. | ||
* After the arena game ends, main menu is immediately | * After the arena game ends, main menu is immediately immediately. The result does not count towards the players’ records. | ||
====Other details==== | ====Other details==== | ||