Major update!
Dear friends, since the last update, I have been working on the map as much as possible, and I want to share the results of my work with you.
This time, the update is truly significant. I won't promise that this is the last update, because that's always what it seems like, but we're getting close.
The map has been played through by me several times for all factions on "Veteran" difficulty. Some minor technical issues were identified, for example, some monsters/resources were located in red zones, and some areas were impassable. All of this has been fixed. The balance has been significantly revised. This is where the main changes lie.
I will try to briefly describe the changes in this version:
- A lot of attention has been paid to the friendly/hostile/wild parameter of monsters, which determines the monster's mood and willingness to join a hero. Since most monsters on your territory will initially be from your faction, there was a lot of randomness. In other words, 66 druids or 50 archers could suddenly join you. Or they might not. This, in turn, significantly affected the balance. Now, the randomness is strictly limited, and the number of monsters that can join is controlled and approximately the same for all factions.
- The number of buildings in cities that need to be captured has been revised and changed in accordance with the time when these cities can be captured by the player. In other words, if one player has the opportunity to capture a castle earlier, and another later, then the latter's castle will initially have a larger number of buildings already constructed.
The garrisons in the castles have also been adjusted.
- The number of gold mines has been revised and changed in accordance with balance considerations. Now, if all three factions have completely cleared their territories and control them, they will receive approximately the same amount of gold. Some randomness is present, as someone may receive an additional, unplanned gold bonus of +1k on the map, or someone may find gold in an abandoned mine, but in general, the balance has been maintained.
- Inferno and Elves have been given a few more external structures for recruiting units.
- One of the most important changes in this version:
The Tear of Ash has appeared on the map. However, its location is designed so that only Orcs can find it.
This is because the Orcs have only two cities instead of three. As practice has shown, additional gold mines and external structures for recruiting units cannot fully compensate for the lack of a third city. That is why the Orcs now have the opportunity to find the Tear of Ash, which balances the game and adds a lot of variety.
- Inferno and Orcs have received bodyguard units. They join the hero at the very beginning of the game, don't miss them! For Inferno, it's the "Archdemon," and for the Orcs, it's the "Warlord" squad. This was done for a faster and easier start, as the monsters on the map are difficult.
The Elves do not have bodyguards.
- The key monsters on the map have finally been given dialogue.
Many thanks to Ment for spending the time and writing the scripts skillfully.
These are the main changes. In addition, I have changed the number or position of some monsters so that there is no situation where a strong unit stands in the hero's path first, followed by a weaker one. This was the case in some places and interfered with the game, as sometimes it was necessary to skip several turns to gather an army and avoid unnecessary losses.
Now the map is more dynamic.
By the way, the fog of war actually works on the map; it's just that if you open the fog of war, it's not visible, but when the hero sails into an area with fog, it's there. If you remember, in the first post, I complained that this effect didn't work.
The next major goal for the map is to make it multiplayer.
If anyone knows how to do this, please write to me or do it yourself and upload it.
In its current form, this map is more suitable for multiplayer, as the map is interesting, and the computer will always be slow and not use most of the tactical moves/opportunities/advantages.
It would be great to play this map with real people.
I have also included a mod in the archive with the map, which I use to play this map.
This is a mod to improve the AI for the computer, so that it more often takes the necessary skills and uses them more often.
I also recommend a mod to change the appearance of Ents to the beta model and a mod to unlock heroes from the campaign.
The map was tested on "Veteran" difficulty. I adjusted everything specifically for this difficulty, so don't say that it's easy to play if you play on "War."
Thank you all!
I look forward to your comments.