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Fallen Knight

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#110
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raspisnoy

The same problem as Antik.
I even downloaded a new version. The quest is completed. There are some weird sound glitches on the bridge, but the bridge is destroyed and there is no way through. Flying over the bridge using the console to reach the Garrison also doesn't work - the demons just stand there and don't react.


The bridge is built in 5 days. After this time, the bridge will be completed.
I personally tested this!


Added 2 minutes ago
homm_5_fan

I completed the map with this hero.
UPDATE! (01/21/2023)
Version 1.2.1

Review with spoilers, and those who haven't completed the scenario shouldn't read it!

I'll try to give clear and adequate feedback to the author)
In this update, there were no problems with destroying cities, thank you for fixing it. And now you can get to Erish after Mythgard.

I really liked the plot, 10/10. Lots of cutscenes, it's beautifully done, and there's intrigue. The map is well-designed, it's a pleasure to look at.
There are many genetically modified creatures. In this case, it's more of a plus when playing.
I really liked the BEGINNING, the opponents are balanced just right, they are challenging at the current stage (although there is some room for improvement, it definitely shouldn't be made easier).
I really liked the Bosses (Mage, Demon, and Gnome). Especially the Mage. I even had to think about how to win, I had to upgrade a couple of times, get the right artifacts, in general, you can't just rush in, which is good. Although if you play with a large army, everything is easily defeated, accumulating resources is boring, but this method might work for some.
The Human Bosses are also good, but they definitely pale in comparison to the Mage. I think it's better not to make them any stronger, and not to change them at all.
Usually, in a bad sense of the word, "Frankenstein" creatures are "in trend" - they give them weak stats and special abilities, like the Necromancers of Gerther (although it makes sense there) - so that it's impossible to defeat them without significant losses. In this case, everything is in moderation.
In general, the main thing is in the scenario. And this outweighs all the shortcomings. For a first scenario, it's very good (I can't even believe it's true).

What I didn't like (just my taste):

1. Dominic. The special ability is correct for the plot, but there is no room for it to shine with such limits (large armies). It can be used a little at the beginning, but to capture Mythgard, you still need an army. The game transitions to a stage where it's just a simple knight with extra chaos, and a messed-up upgrade path. He can only gather an army and defend against 3 knights that respawn every turn.
Perhaps it would be better if the Mage, with "Word of Power," gave Dominic Spell Power (magic), or Spell Power + Armageddon + Gargoyle, resistant to fire, in exchange for some trinket or sulfur. And set a timer for capturing Mythgard, so that there would be a reason to invest in chaos.

2. The Necromancer also doesn't have time to shine. The first battle in the cathedral with the new special ability doesn't let him lose (although the battle is great). In the second and last battle, the Necromancer is not allowed to use this special ability.
I would probably give the creature magic immunity (like a Djinn) and more HP, and put him in the final battle with a fixed army and upgrades. Or introduce the Necromancer earlier (when capturing Mythgard, which is doubtful), so that you can play with him at low levels (after the bosses it's impossible). Also, my Necromancer lost all his army, and despite being reborn, he learned all the light spells from Dominic (including mass spells), even though he didn't have any magic skills. This is probably a systemic issue related to the hero (it needs to be with a different name, not as a knight). Or it could be done through a copy (like Ornella was reborn in the original).

3. There are not enough messages/warnings during the game (after Mythgard). The logic is clear after the explanations on the forum, but it's unclear during the first playthroughs. Perhaps it would be worth moving the Vampire (he just kept the Phoenix Plume at the end) directly to the gates of Mythgard, so that after taking the city, he would give a quest and open the area where this city is, so that you don't wander aimlessly. I eventually found the Mage, and the Demon too, it's fine (I defeated Utopia, but it was somehow empty, then it filled up). I didn't understand at what stage the portal next to Mythgard to the Gnome opened (a message is needed, with more details, otherwise I cleared the Rhine, thinking it was the right portal). After the Gnome, I calmly went through the portal to Brightwood, but I couldn't attack. In general, it would be good to immediately understand what has opened and where it is. It's unclear by what criteria Hafaida let the undead pass. This needs to be indicated in a message from them, and not just "you will lose." That's it, I didn't go there anymore, then I was looking for something to do on the map. Also, a message is needed that both heroes will participate in the Siege of the Humans.

4. The Ent doesn't give me a choice, whether to look for druids or attack him. If I gave the Phoenix Plume to the druid and everything is already decided with him, I don't need these ents, but there is a good bonus behind them.

5. The "Hold Castlecross" mission doesn't work, it results in a loss, and it's not closed, and IMHO it's not needed at all (even with 30 swordsmen, it doesn't close). Alaric captured the city, and Andrias cleared the orcs in the sulfur mines and left. I then easily defeated Alaric and simply captured the sulfur mines. (I would change the goal to "capture Mythgard faster," and give the prophet instructions on how to do it with chaos). However, then I was annoyed by the same cutscene appearing after defeating Andrias (every 2 days). 3 knights respawned and immediately attacked the lower Necropolis. Hafaida was, of course, well-upgraded, but I got tired of watching the cutscene.

I found a CRITICAL BUG that needs to be fixed, with the Tear of Asch. You can't dig there at all. Even if you upgrade the luck perk, you can't dig up the Tear of Asch. You can only continue with the console, which will make many people give up and quit.

Thanks again to the author for the map. I had a great time)
Thank you for the feedback and for completing the scenario!
Personally, Dominic's special ability helped me a lot during testing. When Alaric attacks, I can destroy almost all of his latniks, monks, and archers with Fireball.
I'll take a look at the Tear of Asch and the "Hold Castlecross" mission and fix them.

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