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Hill of the Dead

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#47
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IchGViji
Finally, I had the time to make a small update to the map, which I had planned some time ago (version 1.2.1, 07/16/2025).

Main changes:
- Kaspar's visuals have been changed – this was done to bring his appearance in line with what will be used in the upcoming "Sacred Tree" scenario. Kaspar uses assets from the NHF mod, and I would like to thank its authors for that. The final map video has also been updated accordingly.
- Adjustments have been made to the behavior of the undead in Kaspar's territory to prevent random undead stacks from joining the player's army – thank you to user Magnificent for pointing this out.
- The type of trigger that activates the quest for the fire elementals has been changed – previously, the quest was triggered by the region, but now it is triggered by contact, which should be more intuitive and easier for the player to understand.
- Now, all elemental merges in the Dungeon only produce fire elementals for recruitment.
- A number of other minor changes have been made to the map.

The link is the same, in the first post of the topic. The map is still not a mod, but as I said before, for proper operation, I recommend playing it on a clean version.
I would gladly replay your map if you mentioned that you had made it more difficult. I enjoyed it the first time, but as a fan of hardcore gameplay, I found it too easy. Would it be too much trouble to make a hardcore version? After all, it's not that difficult. Just change the coefficients, for example.
P.S. I'm already trying not to bother the authors and make the gameplay more difficult on my own by playing with a pure random selection of factions and heroes, without choosing starting bonuses, and even that doesn't help much. The AI is still dumb in this game, no matter what.
Всегда играю на Г.