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Horn of the Abyss (Documentation)
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== [[Template Editor|Random Map Generator]] == * '''Water elements were excluded from random maps without water.''' ** When generating a random map with the "none" water level, The following items are not generated in the sites and are prohibited in the map settings (i.e., completely removed from the game). *** Artifacts: Sea Captain's Hat, Necklace of Ocean Guidance, Boots of Levitation. *** Spells: Summon Boat, Scuttle Boat, Water Walk. *** Navigation secondary skill. ** On random maps without water available (including the starting ones) heroes [[Beatrice]], [[Kinkeria]] and [[Derek]], but the following heroes are not available: [[Sylvia]], [[Voy]] and [[Elmore]]. ** [[Sylvia]], [[Voy]] and [[Elmore]] are available on random maps with water (including as starters), but [[Beatrice]], [[Kinkeria]] and [[Derek]] are unavailable. ** On random maps without water [[Gem]] has her starting spell changed from [[Summon Boat]] to [[Bless]]. ** When you click on a random water level in the random map settings, selection will be made immediately because available starting heroes depend on it. * '''Fixed a bug where sunk areas and water tiles could still be spawned on waterless maps and where a rectangular area of the map could be isolated and filled with water.''' * '''Fixed a bug where the Random Map Generator would create a portion of a zone as a narrow plot of land hugging the map edge.''' * '''Zone size now matches the settings defined by template more accurately.''' * '''Vast zone plots cannot now be completely filled with obstacles or left empty.''' * '''Random Map Generator object and passage guard tilting bug fixed. It's now impossible to trigger said objects or go through passage without alerting the guard. Faulty passages are also fixed.''' * '''Doubled and multiple land connection guard fixed.''' * '''Fixed an incorrect the multi-path connections (too many paths were generated).''' * '''Blocked objects and passages are fixed in the couple of situations.''' * '''Removed the possibility for a road to be blocked by a Prison on random map. Roads in one zone are interconnected by default. Roads are shorter now.''' * '''Strength of treasure object guards that can block the road now is limited to one third of zone maximum treasure value.''' * '''Unpickable objects now can't be spawned on roads.''' * '''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> *** Every mention of factions has 25% chance have the territory in the area to be its type. (Italics are native to this terrain.) *** Dirt: Castle, Rampart, ''Necropolis'', ''Neutral'' *** Sand: Stronghold, Neutral, Castle, Castle. *** Grass: ''Castle'', ''Rampart'', Neutral, ''Castle''. *** Snow: ''Tower'', Neutral, Castle, Castle. *** Swamp: ''Fortress'', Necropolis, Neutral, Castle. *** Rough: ''Stronghold'', Conflux, Neutral, Castle. *** Subterranean: Inferno, Necropolis, ''Dungeon'', Neutral. *** Lava: ''Inferno'', Neutral, Castle, Castle. ** <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. *** Dirt: Castle, Rampart, ''Necropolis''. *** Sand: Stronghold, Cove. *** Grass: ''Castle'', ''Rampart''. *** Snow: ''Tower''. *** Swamp: ''Fortress'', Necropolis, ''Cove''. *** Rough: ''Stronghold''. *** Subterranean: Inferno, Necropolis, ''Dungeon''. *** Lava: ''Inferno''. *** Highlands: ''Conflux''. *** Wasteland: Stronghold. * '''Various obstacle and decoration placing improvements.'''
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