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Walkthroughs for custom maps.

#408
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Nasos

Are there any plans to make the map more challenging?
Yes, and quite radically. I developed the idea of differentiating difficulty levels: some critical artifacts (vulnerability sphere) and spells (clone, berserk) will be given much later, by 200%, so some battles may well turn into a Chinese folk game: "wait 50 turns while the AI spends its shots and mana."

Perhaps the main problem with the map is that the player is given a lot very quickly, and most of this cannot be fixed.

I was playing a pretty good map, The Lone Knight, the other day – it seems that Paragon is similar to it: it also has many quest guardians and seer huts, and often both require a clover of fortune/bird of insight/assembled artifacts.
Yes, Lone Knight made a strong impression on me at the time. In fact, I originally intended to make my map entirely linear, in the spirit of EotW and Wayfarer, with passive companions, but then I decided that it would be boring.