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Power-gaming Reference Guide for Eador: New Horizons

   FurloSK

 
 
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СообщениеДобавлено: Вт Янв 12, 2021 22:03     Заголовок сообщения: Power-gaming Reference Guide for Eador: New Horizons

Hi guys,

for my own playthrough, I have programmed an advanced buildings and items reference page for Eador: New Horizons (currently for v18.0601.f01 / english version 2.90b).
It has helped me a lot during my last play, so I decided to share it with you Smile

https://eador.furlo.sk/

Enjoy, and if you find any problems, or have any suggestions, please do write them below Wink

PS: Sorry for writing here and in English. If it belongs to another sections, I kindly ask moderators for forgiveness and to move the post appropriately.
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   wortkarg

 
 
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СообщениеДобавлено: Ср Янв 13, 2021 2:12     Заголовок сообщения:

There is already an english version of the Eadoropedia (Wiki) for Eador Genesis with New Horizons mod (18.0601.f01):
https://wortkarg.bitbucket.io/eadoropedia/en/index.html

Eadoropedia contains all the information from the game files, as well as an online unit upgrade calculator, mechanics page etc.
_________________
Эадоропедия для мода "Новые горизонты"
Генератор миров для мода "Новые горизонты"
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   FurloSK

 
 
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СообщениеДобавлено: Ср Янв 13, 2021 10:20     Заголовок сообщения:

wortkarg писал(а):
Eadoropedia contains all the information from the game files

What I am missing in Eadoropedia are connections between those game files. For example, in Eadoropedia, you can either see certain item from a set, or go to sets to see set effects. But it's impossible to see all the item effects (its own with set effects) as they are displayed in game itself.

What my guide adds:
  • you can easily sort and filter entries in both items and buildings section
  • in buildings section, it lists all the required and unlocked buildings in dependency trees: that is, not only buildings directly unlocked/required by selected building, but also all buildings that will be unlocked/required by those in turn, and so on…
  • in items section, it adds descriptions of all item effects (together with their "numerical" parameters, exactly as they appear in game)
  • in items section, below the item effect you can see list of all items that provide the same effect (useful if you need to find alternative items for the one you are previewing)
  • in items section, you can see list of all means of obtaining the item: from events, encounters or unit loots
  • in items section, you can sort items according to rarity (uniqueness) of effects they provide. This is super-handy, as it allows you to plan you hero "builds" (and it helped me to discover effects and items that I have never seen before)
Plus, my guide is highly optimized for mobile devices Wink
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   wortkarg

 
 
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СообщениеДобавлено: Ср Янв 13, 2021 13:28     Заголовок сообщения:

FurloSK писал(а):
you can easily sort and filter entries in both items and buildings section

There is a tabular view in which you can sort and filter entries.

FurloSK писал(а):
in buildings section, it lists all the required and unlocked buildings in dependency trees: that is, not only buildings directly unlocked/required by selected building, but also all buildings that will be unlocked/required by those in turn, and so on…

It's a valid point. I don't generate the full list, because of the page size.

FurloSK писал(а):
in items section, it adds descriptions of all item effects (together with their "numerical" parameters, exactly as they appear in game)

I don't think the description is really important, because something like "Ranged Weapon +4" is self-explanatory, but ok.

FurloSK писал(а):
in items section, below the item effect you can see list of all items that provide the same effect (useful if you need to find alternative items for the one you are previewing)

You can search for something like "Crushing Blow" (Ctrl + F). It's a little bit harder, but still.

FurloSK писал(а):
in items section, you can see list of all means of obtaining the item: from events, encounters or unit loots

"can be looted from unit" part is obsolete as well as i know. This mechanic was implemented in first version of the game, but was changed afterwards (there is no connection between units and looted items anymore, it's 100% random).
"can be purchased after constructing" etc. can be useful though.

FurloSK писал(а):
in items section, you can sort items according to rarity (uniqueness) of effects they provide.

Rarity of effects ... hmm, ok. I personally know all effects and i don't need this info, but for beginners it can be useful.

FurloSK писал(а):
Plus, my guide is highly optimized for mobile devices Wink

Ok, if you use it on mobile device, it's a valid point. Eador is a PC game, so personally, it is more convenient for me to use the PC version.
_________________
Эадоропедия для мода "Новые горизонты"
Генератор миров для мода "Новые горизонты"
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   FurloSK

 
 
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СообщениеДобавлено: Ср Янв 13, 2021 13:45     Заголовок сообщения:

wortkarg писал(а):

hey, I'm not trying to compete with you Smile
Eadoropedia is excellent and I probably used it like a billion times – and thank you for creating it! Friendship is Good!

I just wanted to share something that I originally created just for myself, since there's no point in keeping it private and it might be usable for some other people, too Wink
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   FurloSK

 
 
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СообщениеДобавлено: Ср Янв 13, 2021 15:20     Заголовок сообщения:

wortkarg писал(а):
"can be looted from unit" part is obsolete as well as i know. This mechanic was implemented in first version of the game, but was changed afterwards (there is no connection between units and looted items anymore, it's 100% random).

Also this is not completely true. I did a fairly complex testing (visited some 300 altered dragon lairs) and I found out that:
  • spoils from defeating site guards are divided into two stages: (1) unit (dead bodies) loot and (2) site treasure
  • it is true that site treasure items are selected completely randomly.
    • Their complete "worth" is limited by guards Power field (in guard.var), and possibly also on site Treasure field (in site.var – I am still testing this), but definitely not on guard type Power field (in guard_type.var)
    • The "worth" is measured in sum of items rarities (or levels? Hard to figure out exactly, as the treasure limit is only approximate)
  • but unit loot will select up to guard's MaxLoot (with probability of LootPoss%, see guard.var) items from loot tables of units (Lvl NN loot fields in unit.var) killed during battle:
    • This is completely independent on any other factors other than the loot table and the level of unit itself, which limits the loot table rows that will be taken into account when selecting the loot item. So e.g. Dragon of level 11 will drop items randomly selected from lines Lvl 01 loot to Lvl 11 loot including (note that it is 01 to 11, because Lvl 01 loot actually prescribes the loot for level 0 unit, so Lvl 11 loot prescribes new items added to set of droppable items for level 10 unit)
    • After extensive testing I can confirm that this behaviour is completely accurate – meaning that the loot will never contain item that is not in unit's loot table, or that is just a single row higher than the unit's actual level allows

Therefore, if you want to obtain some specific item X:
  • you can build a shop that allows you to buy the item in your capital – this is the most direct way (if there is such a shop)
  • the second best way is to get the item directly in an event or encounter that constantly produces it – but only several items can be acquired like this (and they are listed in my guide).
  • apart from these two, it seems to me that the most direct/easiest way to obtain a particular item is to loot it from a dead body of a unit that has the item in its loot table, because the probability of acquiring the item this way is higher than getting it from site treasure, which selects its items in a completely random fashion.
And this is indeed how I list possible acquisitions of items in my guide.
(Notice how many different .var files must be connected together to produce such a list)
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   wortkarg

 
 
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СообщениеДобавлено: Ср Янв 13, 2021 18:07     Заголовок сообщения:

FurloSK писал(а):
Also this is not completely true. I did a fairly complex testing (visited some 300 altered dragon lairs) and I found out that:

Ah yes, my bad. It was guard.var, where "ItemX: ..." was obolete (remnants of old loot mechanics), not unit.var.

FurloSK писал(а):
hey, I'm not trying to compete with you Smile

Neither do i, only a few tips for the case, that you missed something Smile

Eadoropedia is programmatically generated, so you can use different templates to generate the page in the format you need (FreeMarker templates are used), e.g. a template set for the "normal" view and a separate template set for the tabular view (both sets use the same data model). There are some limitations though:
1) One page per category (e.g. units)
2) There are some connections, that are not included in data model, e.g. "list of all means of obtaining the item". I received a couple of requests for similar functionality, but it was of low priority for me (included in my TODO list).
_________________
Эадоропедия для мода "Новые горизонты"
Генератор миров для мода "Новые горизонты"
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   FurloSK

 
 
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СообщениеДобавлено: Ср Янв 13, 2021 21:03     Заголовок сообщения:

wortkarg писал(а):
Ah yes, my bad. It was guard.var, where "ItemX: ..." was obolete (remnants of old loot mechanics), not unit.var.

Yep, that one is ignored by game. Found out the hard way, I tested it on another altered set of 300 dragon lairs Laughing Laughing Laughing
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