Connection ErrorBad RequestSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
If logistics are so important, why not include it in the witch's hut near the starting Castle?
I wouldn’t say that logistics are essential; they are more of a nice-to-have feature. It would simply make things easier for the player. Antik
Furthermore, I sometimes found that Slow, Weakness, and Subdue spells didn’t trigger, which meant that the first battle with Robin (Hood?) turned into a disaster or ended in critical losses. Why not provide all these spells near the Castles or just add them to the spellbook (the mage’s hut is too far away).
Here, the famous hero game randomness (which we can’t do without) ruined everything for you. Regarding Robin (somehow, the Wingael icon makes me think of the famous leader of Sherwood Forest outlaws), some players had difficulty with the first battle against him, while others did not have any problems with the second one. Other players experienced the opposite situation. And this is regardless of the difficulty level. So, I don’t even know what to say about that. Antik
In my opinion, Robin should appear two or three weeks later because there are few resources available at the beginning, making it difficult to build up your forces.
I will consider that. Antik
It would be good to place a church for concealment early on for the second hero (who cannot be lost under any circumstances).
As an alternative, you could start developing him first. In general, I didn't make it so because Nicholas is virtually immortal, and Necromancer cities can be safely lost; in other words, the player cannot lose at a certain stage. A counterweight was needed in the form of this second hero. Antik
Here is another strange thing: I received the Ring of Kinship with machines in Utopia, but when clearing the Dungeon, it disappeared, and I didn’t give it to anyone.
Did partisans with Christopher attack you while clearing the Dungeon? If not, then I have no idea why this might have happened, sorry. Antik
It is unclear why the author introduces new creatures and prohibits level 3 creatures in Castles.
Here, as comrade Narron rightly noted, story-lore restrictions play a role. There would be fully upgraded units if there were a map based on events from the 2nd expansion pack. Regarding the new ones – well, they seem to fit into the lore. It wouldn’t do to let the work of experienced modders go to waste. Antik
The 20 newly joined vampires are certainly powerful, but essentially they don't quite fit in.
This is only true up to a certain point. Later, if desired, you can upgrade them from higher tiers (how - you will find out by lifting the demonic siege). The number 20 is just for the player to try them out. Antik
The elf is ridiculously overpowered, but he behaved strangely.
Well, he is still the final boss. As for the strangeness, the AI often does similar things Antik
preparing for a battle with a mage
If you mean the one on the sandy island, then he was conceived as an optional boss. Antik
And also about the texts: players need specifics (preferably briefly), and not lengthy prose in the style of "fantasy."
Is this like in Nival’s campaigns of the original game? I have already shortened the texts as much as possible because I myself do not like too long dialogues in cutscenes. In the draft versions, there was almost a whole essay about the “meaning of life.” Antik
The author's talent is obvious and even impressive, and that's without any sarcasm.
Antik
Thank you to the talented author for his work and creative success.
Thank you for your support! To be honest, I expected less from you at first.