How does he outrun the hero in boots with skillful logistics? It's the 4th month, and the hero has reached his maximum movement, but he's still being caught!
He ran away, circling around).
But there's still no spirit. The entire army has 6 (cloak + lion amulet), but the dragon has zero.
Yes, it seems the Avatar of Death's legacy remains with the dragon. It's unlikely to be fixed, but maybe I'll add Courage to him.
I decided to replay the map from the beginning because I wasn't happy with how Carlam was developing. Knowing the map, I ran through it a bit faster with Greta. By the time Oris.sav arrived, I was almost 29 and had completely cleared his hunting grounds. It would be nice to have the option to speed up the appearance of the next Necromancer heroes, because the map depends a lot on how quickly you progress.
With the Necromancers, everything is logical, in my opinion. By the time you defeat Klemira and remove the blockade from the city, about 64 days have passed + the time from Baal's awakening to Carlam meeting Greta. Eternal Night arrives 72 days after the demon awakens, so a fast player even has some time to spare. Thus, a fast playthrough is doubly beneficial - Carlam avoids problems with Baal's endless pursuit (it's especially great to mine the Tear of the World in such conditions, yes); Greta avoids meeting the last Necromancer, who is much stronger than the others.
P.S. A nice bug - my titans were blinded by unicorns, then I cleared the area around the titans and attacked the enemy with magic - the sleeping titans also fired.
This is a feature (s).
Not a very pleasant bug - Carlam fully learned everything he could, leveled up - from the proposed skills, naturally, there were only empty squares - then he lost a level on the fairies - and one of the skills was taken away, although I didn't receive anything for the previous level-up.
But this is a game mechanic, unfortunately. Well, in any case, a maximum of 50k experience is taken away on the Path, and in the late game, this is easily restored.
Added 4 minutes ago
Updated the map. List of changes:
- Fixed an error related to the logic of Baal's appearance when Eternal Night arrives
- Baal is now slowed down more if he travels through Secret Paths after Eternal Night arrives
- The witch in Moriton now additionally offers the choice of Machine Management
- Summoned units are no longer resurrected in battle with Gilva
- Oris now creates phantoms every 2 turns, not every turn
- Fixed an error that caused Klemira to be able to cast multiple spells in 1 turn
- Other minor adjustments
Updated the first post, changed the link to the map, and slightly edited the FAQ.
Thank you to everyone who played the first version of the map and helped find the bugs. Have a nice game:)