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I haven't played that map since. I guess I'll have time on the weekend :)
Glad you started too :)
My Luna got a Castle with 20 fakes and 25 mana.
But... it's not that important.
After the first three days, I thought, "Okay, it will be easier now," but no.
The real fun is yet to come.
You definitely need to level up Zydar. He gets Armageddon and Explosion as special abilities.
I'm having trouble quickly capturing the Tirit Castle where Fafnir is.
I tried to catch him on his way out so I could capture the Castle and defend it from within.
He gets scared right away.
I think this is one of the key points. After killing Fafnir, you can open the green tent.
I'm curious to see what you'll do.
Added 1 minute ago
I also liked the Fire Wall spell. The first time, I chickened out and was afraid to use it on the Cyclops :)
But then, yes, it was EASY.
Thank you for the comments! What advice do you have for the next few days and weeks? From 114 to 117, or maybe 127? For Ain: did you go to free Orrin or the Dragon, and when were you able to free them? I plan to figure out the desired and optimal route from the map author's point of view and, accordingly, complete it almost perfectly up to 117. This is the second stage of the game on this map.
Added 40 minutes ago
I found a possible bug on this map (not critical). Jedite has problems with his primary stats at level 868. After stopping at the event at 25.90.0, the stats are 0-0-99-99. Maybe that's how it's supposed to be, but I doubt it. Everything seems to be fine with other high-level heroes.
The map is similar to a dynamic version of Metataks. Almost all enemy heroes were either in cities or in closed locations. Here, most of them will wander wherever they want. Plus, at first glance, there are no safe places on the map where the AI won't be able to reach us.
I won't be playing the map myself yet, but I will follow your progress with interest.
I've played several similar dynamic Chinese maps, which I reviewed in this thread: Jedi Counterattack, Heroes 6424, etc. Basically, it's possible to complete the map against ANY enemy hero, even the most hardcore ones. To do this, we need a couple of conditions:
1) get key spells as quickly as possible: Town Portal + Resurrection.
2) capture a Castle with a tavern to be able to buy back our heroes and hold it.
This allows us to fly from Castle to Castle, recapture Castles from the AI.
As a result, enemy heroes with legions of troops will simply travel from Castle to Castle and to mines, waste time, weeks, while we buy upgrades, complete our tasks (quests, artifacts, etc.) until our forces are equal.
It is highly desirable to take handcuffs on such a map, as enemies like to run away and cast powerful magic at the last moment, but we can tolerate this for some time.
In short, Town Portal is the key to victory on this map, we can figure out the rest.
I also had the idea to try not to kill weak AI heroes, let them drive around, as long as the hardcore ones don't come out early. In this case, we will be able to travel with a sufficient army to all the quests, get everything we need, and only then start eliminating the enemy heroes. If we kill the weak ones, and this releases a bunch of strong heroes from the dungeons, then without Town Portal we will simply have nowhere to run. In general, there is a lot to think about on this map.
For now, I plan to take a piece of paper and draw a map-route of movements and quests, so that I understand who goes where and only then play 114-117.