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The Necromancer's Path.

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Konstantin3105

I don't know, I'm not really a map designer, so any comments from me might not be entirely valid. Also, you're probably busy enough already to spend more time polishing this when the map is already good. It's not a big deal.

All heroes respawn immediately (along with their armies) - yes, there are a few difficult battles at the beginning, but once you get the hang of it, it turns into something of a circus - killing Giovanni or an Orc three times a week when you pass by their portal exits, and then you can just throw a random Necromancer with low-level units at Bertrand. I don't know, maybe it seems normal to others. And there are also many side quests/opportunities for improvement, etc. - it looks good and tempting, but in reality, you can manage without all of that, and there's no time to do them.

Garrisons in cities without heroes. Well, maybe they shouldn't be just another boss fight (or maybe it's needed for some script), but next to Benedict/the Orc, they just seem like a formality.

The map is difficult - when Giovanni, Benedict, and the Orc come to you for the first time (and the second time) to test how prepared you are. And then it all turns into a formality, and you can just build up an army to defeat Wessell/Bertrand. I don't know what to suggest or if it should be different - like, you withstand the siege - you win, but it ends up being similar to "Ambassador" or "Last Stand" - it's so well-designed that it could be divided into several full-fledged missions instead of one scenario.

(by the way, when the additional player loses to Bertrand, he loses his artifacts, but the artifacts don't drop from Bertrand (although it doesn't really matter anymore)).


I, who updated the map after 2.5 years: polishing is never too late. Although, I probably won't change these two maps unless absolutely necessary. A new one is in progress, you know.

The armies that blue heroes get when hiring in the tavern aren't that big. It's not the most difficult formula, even for a hero. And not all units. Besides, they are tied to cities: in the Orcish city, only an Orc hero is hired, so capturing a Human city will eliminate at least 2/3 of its blue options.

Bertrand wasn't designed to be a difficult boss. Subdue the archers, and they will bury Bertrand. Although it might ruin Bertrand's solid magic resistance). And I'm hearing for the first time about throwing reinforcements at Wessell: usually, he is defeated at the end of the third month at the latest, purely through tactics and magic. To overcome his army calculation formula, you need at least two fully built cities, and preferably all three. Of course, for a hero.

The idea is for the player to develop Arantir and any available Necromancer of their choice. The Necromancer defends the starting zone from Giovanni, while Arantir fights against the blue player.

Garrisons in cities are against small armies of the player to force them to attack with a more developed hero. Nothing more, nothing less.

Artifacts don't drop from Bertrand and Wessell.

So, for a complete experience, you need several heroes, which will allow you to complete side quests, control enemies, etc. By the way, the player's heroes are immortal and always return to the tavern.

Thank you for the playthrough! Do you have any saves left?

Added 3 minutes ago
elizbar1967
I'll check it out in the evening.

Added 6 hours 7 minutes ago

I've played half of the map. There are some good things. Artifacts! Well. The rest after the weekend. Because! Because! Work, damn it!

How are things going, by the way?
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