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The Hero's Path

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#88
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nekromant_alex, you definitely should have chosen a higher difficulty level; where did you get so much money? And could you share screenshots of the rest of the stats, if it's not a secret?
Is there a mentor on the map?
Yes, towards the end.
I wandered around for two or three months, reached level 25, defeated the yellow player, and then I frankly got bored. First of all, the daily struggle with intrusive offers (barbarian and vampire) – something is wrong here; the author probably overdid it. Secondly, I couldn't understand why a familiar object should have different properties and why they are deliberately confused. But the most unpleasant thing is the kilometer-long empty and frankly verbose texts. In my opinion, the author confused the genres. If you want to write, write and publish, but why bother people in Heroes 5? In general, I have the feeling that I was deceived – instead of a familiar game, I was given a headache. Best regards to everyone.
I am surprised by your persistence. Judging by what you described, the script failed at the start, and everything went wrong, so it's surprising how you could even play the map after that. Otherwise, I agree – a lot of text and a hassle with quests – that's exactly what I intended. There was also a warning about this, but it was probably not shown to you due to the aforementioned error.
I rarely write about maps that I don't like (this doesn't mean it's a bad map). But solidarity made itself felt, and maybe I can help the author in some way.
1) At the beginning of the map, when there are many buildings, you first encounter those that will help less in clearing the map (buying skills, artifacts, etc.), and then more useful ones (creatures are at the exit). Intuitively, you want to buy something from the first ones, but then you don't have enough money for creatures.
2) I didn't like the introduction of flasks; it makes you confused. If the flasks were right on the screen...
You need to think carefully about the map; it's a completely different world, and I prefer gameplay elements.
3) The locations seemed excessive for such a small map (the size of this map is actually not very large), but after seeing its density, I realized that they might be needed, but I didn't like the clustering of objects. It seemed that everything was located close together. But again, the map is a different game, but from the perspective of the original Heroes, this is off-putting.
1) This is a standard situation for many RPGs. It is assumed that the map encourages you to think about your actions and gives you the opportunity to make mistakes in your development. In my opinion, this is a very important gameplay element.
2) The number of flasks can be seen where the number of chemical elements is displayed, plus on the potion creation page – is that enough? The flasks themselves are a deliberate complication of the alchemy skill.
3) Personally, I think that closely spaced objects look more harmonious. Of course, this is just my approach to design and nothing more.