Skip to content

Posts from Demon attack.

5.0 (3 ratings)

Map details

Category
Map
Map type
Scenario
Map size
M
Author
Heroist
User Avatar
#31
Auto-translated
I hope the new version of the map will be released around Monday. I only need to finish defining the starting race for the player and implement various script actions that depend on the name of the hero who interacts with the object. I am currently actively testing it. I would like to inform you that I am not planning to change the option of choosing a race and hero at the beginning of the game. The map consists of several stages: in the beginning, rapid development is needed; in the middle, skillful gameplay is required to complete missions and capture resources; and at the end, tactical combat skills will be useful when the opponent significantly outnumbers you in strength. And I assure you that each race in the game can fulfill one of these functions.

Whatever
User Avatar
#32
Auto-translated
We are looking forward to it :smile03:
Если споришь глупцом - срочно проверь не делает ли он тоже самое!:smile13:
Древняя восточная мудрость (вольный перевод)

User Avatar
#33
Auto-translated
I finished the map, but I encountered a very strange problem. During the last test, a critical function failed, and I'm now trying to fix it. :smile35: Most likely, I'll have to postpone the release of the new version because I don't want to upload an "unfinished" map to the internet. :mad:

Whatever
User Avatar
#34
Auto-translated
Alright, I've updated to version 1.1.1. You can download and read the list of changes in message #1. Leave your comments.

Whatever
#35
Auto-translated
Isn't the initial bonus of 100,000 Phoenixes a bit too much? Is this intentional, or is it a bug?
In reply to asseco
User Avatar
#36
Auto-translated
asseco
Isn't the initial bonus of 100,000 Phoenixes a bit too much? Was it intended, or is it a bug?

Good question! :smile20:
Maybe they should just be removed? :smile29:

Well, to make sure everything is "fair":cool:
Если споришь глупцом - срочно проверь не делает ли он тоже самое!:smile13:
Древняя восточная мудрость (вольный перевод)

User Avatar
#37
Auto-translated
haha, I was thinking the whole way home whether I had removed them or not=)
Okay, I removed them. Actually, you can leave them if it's too difficult. Just don't blame me if the AI starts behaving "strangely" =)

Whatever
In reply to Heroist
User Avatar
#38
Auto-translated
Heroist
haha, I was thinking the whole way home whether I had removed them or not=)
okay, I removed them. Actually, you can leave them if it's too difficult. I just won't be responsible for the AI's behavior, as it starts to act at least "strangely" =)
I noticed another small oversight here. I started playing as a Knight, and suddenly I'm given a quest to find the Necromancer's Amulet...
In reply to Rainer
#39
Auto-translated
Rainer
I noticed another small perk here. I started playing as a Knight, and suddenly I get a quest to find the Necromancer's Amulet...

This was also in the first version; they gave you Phoenixes as a reward for finding the amulet. It's not very useful for a Knight, of course, but you can sell it.

Added after 3 hours and 13 minutes
I think they overdid it with the difficulty this time.
In reply to asseco
User Avatar
#40
Auto-translated
asseco
This was also in the first version; they gave phoenixes as a reward for the amulet, or rather, for obtaining it. It's not very useful for a Knight, of course, but you can sell it.

Added after 3 hours and 13 minutes
I think they overdid it with the difficulty this time.
Honestly, the ending disappointed me; I cleared the entire map! :eek: To find out that "Your hero hid in the Sanctuary, the demons won..."
User Avatar
#41
Auto-translated
1) Regarding the quest for the Amulet – if you look at the surrounding area, everything will become clear. There’s even a message that says, “he was defiling all these lands, etc.”
2) The game’s ending:
a) How did you complete it – by force through the outpost or by a clever method? =)
b) Actually, the finale. Well, I don’t even know; I played through my map today (the first proper test, more on this below), found a few bugs, and perhaps the finale will be changed in version 1.2.1.

Regarding the testing, I played as Markel, thanks to his skill in raising undead. The only thing is, there’s a mentor on the map; I didn’t check if it’s possible to remove his leadership, as he doesn’t really need it. However, thanks to the “Lord of the Dead” talent, all neutral creatures turn into undead, so I gathered several hundred vampires and had a great time).
In the castle, I wasn’t given “Raise Dead,” so I had to replenish my losses with the second upgrade, the Lich. Then I found the Book of the Dead, and everything became quite easy, although the General turned out to be very strong.
Now about the bugs:
1, 2) The outpost quest – it will be marked as completed, but when the outpost belongs to Player 1, all other players, except Player 2, will not be able to approach it.
3) The shipyard – now you can disembark from the ship onto the lands of Players 4 and 5; perhaps this will be fixed, or perhaps, on the contrary, I will make this possibility a standard feature.
4) The strength of the demons on the Hero – I won’t do anything about this for now; I don’t want to make the map too easy. On EASY, everything can be completed with auto-combat. If there are a couple more comments about it being too difficult, I will weaken the General (his helpers are almost unchanged from the old version). We’ll see.
5) The game’s ending – yes, it will probably be changed. Suggest your ideas to make it more interesting: I have an idea to make a battle with Biara, but she will increase her army every week, so you’ll have to open the Sanctuary quickly.
Write comments, preferably indicating the difficulty level.

Thank you.

Whatever
#42
Auto-translated
I tried to play as Orcs on "Hero" difficulty. There are clearly not enough starting resources for development – there’s no need to reduce them even further compared to the standard settings on "Hero" difficulty. I managed to defeat the first demon that attacked the city, although it was difficult. Then, a green one appeared, and there were no more options. Running around the map is not an option – there are ambushes by bandits everywhere, and mostly aggressive enemy heroes – with a danger level of at least medium. You defeat one, and another will definitely finish you off. It’s impossible to play defensively on a difficult level with an underdeveloped city. It’s also not possible to break through the Necropolis dragons with Orcish troops within the first week. You need at least a Stronghold after a week, and enough money for at least a week's worth of supplies. PS/I completed the initial version as Orcs on "Hero" difficulty. Suggestion: increase the number of resources and gold to the standard level on "Hero" difficulty, and increase the starting level of the city. Or, reduce the aggression of the demon worshippers in the first two weeks.
User Avatar
#43
Auto-translated
But in reality, nothing has actually changed, except that the demons now respawn every 7 days instead of 10. And that's because if each demon appeared every 10 days instead of 7, the total number of days would increase by three for each respawn. That is, if the first demon arrives after 10 days, then 10-7 = 3 days advantage, but the second one 20-14 = 6 days advantage, and the last one even 21 days = 3 weeks later.
Okay, I'll put the tavern at the beginning, anyway, it's needed for the quest.
The demons, okay, will attack more slowly.
And in general, in reality, these changes again affected the difficult start of the game; in the middle, I assure you, it's very easy to pass, and at the end it's even easier; only the final General poses a threat.
Version 1.2.1 will be released soon.

Upd: What about the ending? It remained unchanged; should I replace it with a happy ending?
Upd2: As soon as I decide about the ending, I will immediately release version 1.2.1, since I have fixed all the other issues. The demon respawn has been completely changed; now the General arrives after 70 days = 10 weeks! The first one still arrives after a week, but then you will have a lull.
Upd3: By the way, there is a very interesting bug on all these maps, which I might fix, but I'm too lazy. Since the demons are initially given the order to run to your city, the movehero function may not react in some situations. First, if a stronger enemy outpost/hero is encountered on the way and blocks it, and second, if the path to the city is blocked by any hero. In other words, if you hire an assistant and place him one cell in front of your city, the AI will be very slow = it will skip turns. However, if the cell to the city is blocked in this way before the demon appears, the script will simply skip the aforementioned movehero function = the enemy hero will become uncontrollable. For example, he defeated the rebels. Also, the function will not work if the destination is occupied by another, but friendly player = he simply cannot enter it. Of course, you can protect yourself from this using the CanMoveHero function, I think, but I wrote this as a small hint on how to delay the enemy if it becomes too difficult, but you want to complete the map.

Whatever
#44
Auto-translated
I think that in the player's city, besides the tavern, at least the first fortification should be built initially; otherwise, Alrik arrives and, with his red archers, wipes everything out by the end of the first week. I played on "Veteran" as Humans, and with Gordrik as my hero, things went downhill by the end of the first week. Or, perhaps, give additional troops to the city; this could help those factions that cannot "resurrect" units in the early game.
In reply to Heroist
User Avatar
#45
Auto-translated
Heroist
1) Regarding the Amulet quest - if you look at the surrounding area, everything will become clear. There's even a message that says "he was defiling all these lands, etc."
2) The game's ending:
a) How did you get through it - by force through the outpost or by a clever method? =)
b) Actually, the finale. Well, I don't even know, I played through my map today (the first proper test, more on this below), found a few bugs, and maybe the ending will be changed in version 1.2.1.

Regarding the testing, I played as Markel, thanks to his skill in gathering undead. The only thing is, there's a mentor on the map; I didn't check if it's possible to remove the leadership, he doesn't really need it, although, thanks to the "Lord of the Dead" talent, all neutrals turn into undead, and I gathered several hundred vampires and had a great time).
In the castle, I didn't get "Raise Dead," so I had to replenish my losses with the second upgrade using a Lich, but then I found the Book of the Dead, and I got through it quite easily, although the General turned out to be very strong.
Now about the bugs:
1, 2) The outpost quest - it will become "Completed," but when the outpost belongs to Player 1, all other players, except Player 2, will not be able to approach it.
3) The shipyard - now you can disembark from the ship onto the lands of Players 4 and 5; maybe this will be fixed, or maybe, on the contrary, I'll make this possibility a standard feature.
4) The strength of the demons on the Hero - I won't do anything about it for now; I don't want to make the map too easy. On EASY, everything can be completed with auto-combat. If there are a couple more comments that it's too difficult, I'll still weaken the General (his helpers are almost the same as in the old version). We'll see.
5) The game's ending - yes, it will probably be changed. Suggest your ideas to make it more interesting: I have an idea to make a battle with Biara, but she will increase her army every week, so you'll have to open the Sanctuary quickly.
Write comments, preferably indicating the difficulty level.

Thank you.
We need to remove the "Astral Gate" spell. =) I would like the hero's "friend's" guard to be reduced, because teleport always spawns Chaos Demons. Secondly, I think the friend should have more skills added, because when I, for example, freed him (it was towards the end), my hero was already level 23, and he simply became "redundant." Thank you in advance! :)
P.S. It would be great to make a "small dungeon" and scatter some kind of assembled artifacts there (parts of the dragon set).