Comments (5)
I've checked what happens if you load these campaign maps with wrong resources as standard games in the OG, and they give the same resources as fheroes2 does when loaded as campaign games, so this suggests that the different resources is not due to some data in the map files, but rather something coded in the original engine.
from fheroes2.
I've checked all the other campaigns now and found that every campaign has a scenario that needs starting resources adjustments.
Starting Resource difficulty level that needs to be set
Roland:
Rol 1 checked
Rol 2 Normal -> Easy
Rol 3 checked
Rol 4 checked
Rol 5 checked
Rol 6 checked
Rol 7 checked
Rol 8 checked
Rol 9 checked
Rol 10 checked
Archibald:
Arch 1 checked
Arch 2 Normal -> Easy
Arch 3 checked
Arch 4 checked
Arch 5 checked
Arch 6 checked
Arch 7 checked
Arch 8 checked
Arch 9 checked
Arch 10 checked
Arch 11 checked
Descendants:
Des 1 Normal -> Easy
Des 2 checked
Des 3 checked
Des 4 checked
Des 5 checked
Des 6 Expert -> Hard
Des 7 checked
Des 8 checked
Wizard's Isle:
Wiz 1 checked
Wiz 2 checked
Wiz 3 checked
Wiz 4 Normal -> Hard
Voyage Home:
Voy 1 Normal -> Easy
Voy 2 checked
Voy 3 checked
Voy 4 checked
As you can see, most of them decrease 1 level of difficulty and one increases by 1 level of difficulty.
from fheroes2.
What if we just leave it as it is, given the fheroes2 extension that allows you to set the difficulty of campaign missions?
from fheroes2.
What if we just leave it as it is, given the fheroes2 extension that allows you to set the difficulty of campaign missions?
We've already had players report back that the final PoL campaign missions are very easy, and part of this is due to us setting the starting resources to higher than what they should be, due to fheroes2 basing itself off of what those maps have in their data.
But, consider the big difference in the final PoL mission where you are supposed to have resources like Expert difficulty, but on fheroes2 Normal campaign difficulty you start with Normal resources, and for fheroes2 Hard campaign difficulty, you start with Hard difficulty resources, so still more than the original design for this map.
The original intent behind the fheroes2 difficulty was to have the Normal difficulty let you play the missions with the same terms as the original game, apart from the AI of course, and to have the other difficulties either lower or raise that by one level. This is implied from the difficulty description text for normal although it is quite vague about this:
In my opinion the best solution is to do like we did for mission AI alliances and add these fixes to campaign difficulties per mission. This was done in campaign_data.cpp
line 717, updateScenarioGameplayConditions()
:
fheroes2/src/fheroes2/campaign/campaign_data.cpp
Lines 717 to 770 in 69e6238
We only need to make sure that missions that don't have an inherent Easy difficulty don't try to go lower than that when the player selects Easy difficulty. As for the starting resources being the same for Normal and Easy in that case, I think that's fine since there should be AI behavioral differences in the future.
EDIT: Alternatively we could make it so that Normal difficulty never has a lower difficulty than Normal for the maps. That would stray from the "original design" intent, but it would make sense since in the first solution you would "get more points" for beating the same mission on Normal when the conditions are exactly the same for Easy and Normal.
from fheroes2.
Hi @zenseii , since many players want to play the original campaigns as they are in the OG we should adjust difficulties for aforementioned scenarios. Regarding the campaign Easy difficulty and Easy difficulty of a scenario, let's leave it as it is. It means that Normal and Easy campaign difficulties will give the same scenario Easy difficulty.
from fheroes2.
Related Issues (20)
- Castle screen, upgraded and regular mausoleums have different alignment HOT 1
- AI heroes must be able to jump into uncovered fog while using Dimension Door HOT 2
- Battle screen, auto combat disabling dialog refers to "battle", not "combat HOT 8
- Archery skill, missing description for shooting without obstacle penalty
- Sorceress castle, Rainbow sprite enhancement HOT 1
- Sorceress town screen, fixing sky flaws HOT 3
- Combat, functioning of genie ability and damage display HOT 2
- Combat screen, the paladin troop corpse sprite is displayed over the bone dragon troop creature count indicator
- Crash when selecting Roland hero in final Roland campaign map and he has empty carry over army HOT 10
- Combat screen, phoenix troop number indicator is not updated before the phoenix troop attacks
- Innoextract needed for fheroes2-extract-resources script on macOS HOT 3
- Adventure map, the rapid change of focus on the heroes appears to be like a graphical flaw HOT 3
- Roland campaign mission 7, shipyard cant build ship HOT 1
- Improved ally behavior
- Adventure map, AI should not capture bottle objects on the ocean HOT 5
- Adventure map, AI behavior, red AI player's hero Luna zip zap on the adventure map with dimension door and town gate spells (1.0.12 8369)
- Combat, AI behavior, red AI player's hero Luna wastes spell points for nothing with the resurrect spell (1.0.12 8369)
- Meeting screen, hero's necromancy level is incorrectly displayed in the meeting screen with the Spade of Necromancy artifact HOT 1
- Kingdom Overview screen, type of creatures available for recruitment is not updated when a dwelling is built in the castle
- Assertion `isWater()' failed HOT 4
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