Chazar,
Chazar wrote:I read this as: "since the span of possible hero cost is smaller now (by lowering the max), heroes are more frequent now" (I assume the lower limit remaining at 400, since I already had heroes offered at under 450).
You might be right about how you are reading it.
Since the hero offer span in 0.8 was 10-75% I read it as that span was reduced to smaller range than 10-75. This technically also reduces luck in the long run (ie over many turns) as opposed to the short term (1 turn) as it would provide a smaller standard deviation.
This would imply that if I am poor, the hero chances are not influenced by the possible level, since one receives the highest level one can afford. So does this mean there is first a roll to see whether or not a hero arrives and then another roll to determine level and then one for allies. Now if either one of the latter two rolls fails for my wealth, will I still get a plain L1 hero offer? I would read it so.
I read this exactly as you do. My game experience would suggest this is correct because I've finished up some games vs the AI after other players quit and been offered a single L3 hero with no allies around turn 25+ when I had only 1400 gold.
Otherwise I agree: if one has not a single hero, then one should be offered always be offered at a random price between the ordinary min/max of a L1 hero, with the offer only being valid if the player has enough money, implying that at 850 gold one would always get an offer.
Except that you'll note that starting at T13 the minimum hero level is now 2. So the minimum/maximum gold needed would now rise to 650-1100. After T25 that would be 900-1350.
KGB