Skip to content

The Lord is more alive than dead

#98
Auto-translated
13ga
I find it hard to believe that this is the author's first map, unless it's the first under this nickname.
And yet, it is true. This is also my first and only nickname on HW.
13ga
I didn't like the author's wordiness. Even in the task descriptions, there's too much own-speak. There are specially designated corners of the internet for graphomania.
I wouldn't say it's that wordy, but you know best.
13ga
Nicholas's specialty is a dead idea from birth. Why provide help on turn 4-5, when it's too little too late, if one can tell whether they won or lost by the second? The opponents are creatures with high initiative and morale; all the hero's bonuses should be present from the first round. I never felt any benefit from the appearing stacks; often they just got in the way of their own units.
Well, at first, the specialty might not be great. But it strengthens as the hero's level increases. I even weakened it several times because people wrote previously that towards the finale, it summoned 500-600 free vamps every couple of turns. Which is also quite imba.
13ga
The author broke the second hero's bones in a struggle for equality by banning "vampirism." This hero has a small bonus at the start, but the higher his level, the paler the specialty becomes. By level 20, even Deidra will be no worse than Stefan, meaning there is no point in developing him.
That's why he is a secondary hero unlike Nicholas. I already answered regarding "Vampirism" in message #85. There is a point for those who want to play as Death Knights—they are quite helpful in the early stages. If you like Deidra, feel free to use her. To each their own, as they say)
13ga
I don't understand the logic of the author, who banned the alt-grade for the Castle on the grounds that such things didn't exist in the original, but then slipped in a bunch of completely new creatures that weren't in any part. Either take off your cross or put on some pants. Those models were lying in distant boxes and could have stayed there. They reek of impossible gypsy-style flashiness, like gold teeth in the front row. They completely break the balance but bring no meaningful load to the game.
And this passage reeks of fierce, insane conservatism in the style of the respected comrade Antik "it was better before." Why do these new units bother you so much? As if it's simply impossible—I added two or three, and that's it, the game balance is irrevocably broken. Perhaps only a time machine can help here...
13ga
Bring back "vampirism" and normal "mentorship"; don't force players to scratch their heads with their heels. Look at the map walkthrough times. By the 4th month, the computer throws in the white flag out of innate politeness. If you want to create difficulties for the player—remove joining detachments, put a ban on building the Castle, but "mentorship" should be full-fledged. "Player humiliates a helpless AI infant" is when someone completes the whole map as a Necromancer with a pack of ghosts. But here, the player joins more detachments in the second week than they could gather by their own strength by the end of the second month.
Mentorship for undead is already very powerful in combination with dark energy (raising even more troops after battle), and with "vampirism," Necromancers won't feel the absence of joining detachments (which I might remove, for example) at all. Well, there won't be these detachments, and Urgash can take them. Mentorship and dark energy give undead additional troops; "Vampirism" allows them to suffer almost no losses. Beauty! There is nothing to scratch your head over here—just keep moving and distribute beatings the wisdom of Ashan left and right, because the army grows like weeds anyway. Why put a ban on building the Castle? So that you basically play without it? Not everyone will appreciate such an arrangement.
13ga
It would be good to hold back their resurrection in the tavern.
If you keep the Sylvan town in your hands, then the elf near it won't spawn.
13ga
Where does he get spellmaking 20 at level 15-17 without artifacts?
This mage must present some kind of challenge—especially on Hero difficulty.
13ga
I didn't like that partisans attack the hero regardless, even if he spends the night in the Castle.
They shouldn't touch him as long as he is in the city garrison slot. Under the protection of the city walls, so to speak. The tile at the gates doesn't count—that's not in the city, but next to it. If they attack while in the garrison, then that's a rather strange bug. And only for you, it seems—no one reported this before (and I didn't have it during tests).
13ga
I didn't like the location of both mentors. Why not put at least one near the second Necromancer castle; after all, it is central to all the action?
Yes, it could have been placed next to the first castle too. In my case, for example, that one was central during the walkthrough. And in general, make the mentor free to make it easier.
13ga
I don't understand why after capturing the last elf castle my economy froze: money and resources stopped being added
There is no harmful special script there. Elven magic, nothing else. But seriously, I don't know why, alas. Perhaps, as with the partisans, these are links in one chain.
13ga
caught a virus from the completed map
Get well soon)

Statistics

Welcome our newest member: artem