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Workaround for Seer Hut offset. They seem to work fine now.
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@ -19,6 +19,7 @@ RANDOM MAP GENERATOR:
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* Changed fractalization algorithm so it can create cycles
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* Changed fractalization algorithm so it can create cycles
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* Zones will not have straight paths anymore, they are totally random
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* Zones will not have straight paths anymore, they are totally random
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* Added Thieves Guild random object (1 per zone)
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* Added Thieves Guild random object (1 per zone)
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* Added Seer Huts with quests that match OH3
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0.97 -> 0.98
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0.97 -> 0.98
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GENERAL:
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GENERAL:
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@ -1246,6 +1246,8 @@ bool CRmgTemplateZone::createTreasurePile(CMapGenerator* gen, int3 &pos, float m
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for (auto treasure : treasures)
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for (auto treasure : treasures)
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{
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{
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int3 visitableOffset = treasure.second->getVisitableOffset();
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int3 visitableOffset = treasure.second->getVisitableOffset();
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if (treasure.second->ID == Obj::SEER_HUT) //FIXME: find generic solution or figure out why Seer Hut doesn't behave correctly
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visitableOffset.x += 1;
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placeObject(gen, treasure.second, treasure.first + visitableOffset);
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placeObject(gen, treasure.second, treasure.first + visitableOffset);
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}
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}
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if (addMonster(gen, guardPos, currentValue, false))
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if (addMonster(gen, guardPos, currentValue, false))
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