Skip to content

The Lord is more alive than dead

#91
Auto-translated
SomethingWicked, thank you for the detailed feedback!
SomethingWicked
The Demon might seem powerful, but with a good army, it becomes an easy target. It can be easily defeated in one and a half turns while it's trying to open portals. It seems like it needs buffs, but there are no specific ideas yet.
I don’t have any either… The strength of the Demon lies precisely in its powerful gates. I don't plan on giving resistances as enhancements because then most players probably won't want to fight it.
SomethingWicked
Subjectively, the underground is too extensive; some unnecessary parts should be cut down and points of interest compressed to make everything more accessible.
In the original Nival mission, it was the same; basically, the key elements in the underground are two cities, and the rest is minor. Of course, two-way portals could have been added to shorten the path. But this also has a downside – the "blue" AI heroes may start teleporting through them constantly, significantly slowing down your turn.
SomethingWicked
Overall, it's a very pleasant and well-designed map, without being overly drawn out, but also without much risk of losing (which is скорее a plus for me as a casual player).

Regarding additional quests, artifacts, and upgrade options, everything is good; regarding the main quest, it's quite decent too. I can't say that I got a "wow" effect; it's just done at a very decent level (no, it's not simple). There are very few maps that are made well and don't annoy you. It was nice to spend time on it.
I’m glad I didn’t disappoint As for the "wow" effect, I think it's very difficult to achieve now because a lot of time has passed since the game was released, players are already experienced, and besides, it's quite subjective.

Now, about some oddities:
SomethingWicked
1. The blinding spell from unicorns strangely affects the guard vampires – they don't respond to the attack; in the log, I see the blind effect, but it doesn't apply (and shouldn't, as they are undead).
This is a feature, actually implemented not by me, but by the game mechanics themselves. This applies to all undead (including guard vampires). Since the "blind" effect from unicorns "passes through," and blinding (as well as berserking/subjugating) undead is impossible, they simply don't respond to the attack. Tested while playing as elves in the same mission, "High Vampire."
SomethingWicked
2. The portal guardian to the elves in the underground with a large army (Randall?) disappeared at some point; I didn't notice any specific trigger. At the same time, the quests "do not engage Randall in battle" and "capture Coldwell" remained open until the end; I won without completing them. There were no blue heroes/cities on the map, but their objects remained blue. Maybe this is normal behavior overall, but it seemed not very intuitive.
When completing the main task for Coldwell, his companion, Randall, should clear the path to the elves (disappear from the map), the "blue" objects switch to neutral, and both tasks for the lord and archpriest are completed. For some reason, in your case, the script fails; I haven’t had that happen. Earlier, a user named raspisnoy, for example, did not activate two secondary quests (messages #56 and 57) also for an unknown reason... It would be interesting to see what the console shows you right now. I just checked – the script works correctly.
SomethingWicked
3. An elf hero (I had Ossir there) got blocked by caravans between the last city and the garrison (the city has 3-4 caravans, the hero, followed by another 3-4 caravans at the garrison). He stood like that for several weeks. Perhaps the passage needs to be widened
This is already AI glitches and a personal "gift" from it to you. But… You won't leave your computer opponent in trouble, will you?)