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The Hero's Path

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#344
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Remix, thank you for your feedback. I watched the streams and didn't agree with everything in your approach to the walkthrough. :) Essentially, this scenario came about from my love for the RPG genre and a number of its iconic representatives. I created it as a standalone game, using the heroes only as an engine. And I expected that my average player would play it the same way they would play any other RPG. To figure out the mechanics, experiment, and explore the world. You, on the other hand, ended up with a walkthrough for another map for Heroes - an elegant use of the game's standard features, and almost complete disregard for my innovations. For example, to avoid wasting turn points, you changed your boots every day, took into account the correct position when collecting resources, etc. Instead, you could have: taken the Beacon spell to instantly move to any important location on the map, built a guild of mages faster, which would cover all corners of the map with teleportation in a couple of months, so that you could get to any point in just a couple of turns. And there is also a potion of turn restoration. You could argue that these possibilities were not known in advance, but if you prioritized exploring the map and completing quests, they would easily become apparent.
I really hate day 6 because it's always night.
This is unlikely to change. When I was implementing it, I remembered, for example, the in-game nights in Morrowind, during which, if it was also raining, I physically felt the desire to hide in some house and sleep until morning. This is my vision of realism in the game. You can simply skip these one or two turns, and if you are in a city, you can also take a break in a tavern. Of course, this is not customary in "Heroes 5", but I was creating a separate "RPG of my dreams" (where almost nothing depends on the time spent).
I hate double-clicking to select/buy/sell items, because the script doesn't have time to work and automatically sells the necessary artifacts.
I will try to fix this in the next version. The problem is not with the double-clicking, but with the fact that during the transaction animation, you should not click on the building; the dialogue with it will resume automatically when the animation is shown. I mentioned this a couple of times in the chat during the first streams.
In the special abilities menu, it would be nice to list all types of achievements and what they are for.
No, this was not customary in the games of my youth. Otherwise, they will no longer be achievements, but simply checkboxes: "You need to complete this." There are hints for some achievements in the bartenders' conversations. And many will open on their own if you just try to do everything and more. As a spoiler - order a drink every time you go to the tavern, and one day you will receive a bonus for this habit. Study and use at least for testing all runic spells and all chemical formulas - there is also a bonus. And so on.
In more complex quests, it would be helpful to have a more detailed description of what to do and where to bring it.
The logic is the same as for achievements - it is more interesting to find the solution yourself than to complete quests like an instruction manual.
More attention should be paid to chemistry so that the player understands the importance of this activity.
It seemed to me that when you are constantly showered with strange ingredients and bottles, cool potions are picked up from dead mages, and the monsters around seem to be too strong, this is the best advertisement for chemistry that can be invented. If, however, this is a hint about the final boss, then it is not necessary to pre-pump chemistry; having accumulated a lot of elements, you can even prepare +100 attack and +100 defense with the first level, which will be enough for victory (advanced chemistry will only give greater potion power and the ability to brew initiative, health, compound potions, in short, what will allow you to tear the boss apart).
The long walkthrough gets a little tiring towards the end.
There is nothing that can be done about this; it just turned out that way. If you do not complete all the quests, then there are examples of walkthroughs in the branch that take less than 12 heroic months (1.5-2 times faster than the average).
You could make the name of the main character hint at the adventures, for example, (Hiro) or any other.
This is unlikely