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#23
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First of all, I want to thank everyone who appreciated the map. I am sincerely glad to hear any objective feedback about the map, even criticism.
In the SOD version, artifacts are disabled, which is not very good. In the latest WoG version, they are also disabled, but the author probably doesn't know about the WoG artifacts, and there may be unusual things when playing through the game with them. They can be disabled either in WoGMenu or in the map, but only with a patch for the map editor.
Initially, most of the artifacts were disabled for the sake of game balance, and then I left exactly as many artifacts as there are slots on the black market (for one of the gnome quests). Unfortunately, this didn't work out, and duplicates started appearing on the black market, or it was just half-empty. But this does not affect the playthrough, so it was left as an illustration of the idea. Besides, such a black market is a rare sight anyway.
For example, as a bonus artifact, they can give you a telescope, which leads to an early opening of the gates for collecting monsters. You can get some gold from the goblins and collect golems, and then you can get trolls and so on.
When the map is integrated into a campaign, this problem will resolve itself. Right now, both options – a campaign consisting of one map or a separate map – have their drawbacks. The bonus artifact can be seen as a way to adjust the difficulty – people really have different levels of skill, and hardcore players can set resources for themselves as a bonus. By the way, an experienced player can actually complete the trolls with just one unit – a mage and a supply of mana after unlocking the northeastern quarter. It's true that you still can't go deep with such forces.
For example, in the Utopia of Dragons, the artifacts look so sad... not a few logs or cleavers or scouting tubes or even resilient watchmen, although perhaps taking the Utopia was not intended... and it's strange that 10 archmages are guarding the Utopia when you can just walk up to it from above...
The archmages are there for atmosphere, which is why they don't block the way, although according to the plot, they gathered to repel a possible attack from the Dungeon. However, even with them, things are not so simple. Log carts make sense, and altars do too. "Game Hurricane" is one of the ways to play – when a player rushes through the map, without any cheats, occupying almost everything they can physically reach. Many people like it. The Circle of Monsters is for them.
"Experiments" with the transformation of the hero (more precisely, the monster that represents the hero) are not new in mapmaking, but here it is implemented very well.
I absolutely agree. This is mainly due to Alexei Yefanov, I just replicated and improved the implementation.
There are 2 inaccessible events in the mountains, and, it seems, there is no Dimdoor or flight on the map, it's a small thing, but it's unpleasant.
Only for viewing in the editor.
Events near 3 different battles do not disappear, the text is constantly visible.
These are the characteristics of three champions of the Guild of Battle Mages; you defeat them in a tournament, and according to the plot, they do not disappear. Besides, these are hints about what powers they possess – and it's better to read this again than to try to remember what it was. Plus, these are comments on the signs, and they certainly don't disappear.
I found a BUG with infinite money – there are 2 events near the Guild hero.
Thank you for that. I was catching bugs, but I didn't catch them all. It's fixed now.
In the thicket where the dragonfly is, it also doesn't disappear.
This is for secondary heroes – figure it out.
Some events are impossible to find if you don't look in the editor (((
Yes, almost never. But you have to play through the map to decide if that's right or not.
The event before the pyramid has a flaw – a lot of empty lines and its message with a large scroll.
I tried to fix it.
The air elemental hits with a flail.
This is a puzzle for the playthrough – it can be solved easily in the editor, and during the game – if you think about it... The real problem will be the Water Decan. If you complete the trials with the Decans "fairly," then you have to go with one unit – a mage or archmage and not use magic arrows. In this case, only a very large preliminary upgrade can save you from the Water Decan, and even then, the battle will be long and tedious.
Endings.
The fun of the playthrough is more important than some answers. I will be happy to hear suggestions for improving the map, but it would be good if you did so after completing it.

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