In this patch, the heroes spawned at the start of the game in regicide will be considered the "critical" ones necessary for the game, and the AI will assign healers to each of them. A generic Map is used that can be utilized for other victory conditions.
But there is a small issue: when init is called for the various managers at the start of a new game (turn 0), the trigger script has not yet spawned the hero unit(s). So the "init" of gameTypeManager (caching the gameType-critical ents like heroes in regicide) has to be called on the first turn. In this patch this issue is handled in update
of gameTypeManager.js.
There is a possibility that the AI will train too many healers relative to its population cap if there are many units that it needs to guard; I guess this could be avoided by setting the max number of healers/guards in total that it can train.