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Posts from The Fall of Shanti

5.0 (4 ratings)
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13 years ago
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Map Name: The Fall of Shantiir
Map Type: Single-player mission
Two-level map: No
Number of players: 2
Size: 216x216 (Extra Large)
Author: Pobeditel
Map Description: Long before the birth of the Seventh Dragon, the Empire of Shantiir existed. The six most powerful mages of the Empire formed a Council. When they gathered together, they could accomplish the impossible with their boundless magical power. One of the wonders that arose from their unity was the island of Meosharan, the majestic capital of Shantiir. All peoples – humans, elves, dwarves, and nagas – found their place in the city, surrounded by mountains instead of fortress walls. But prosperity came to an end when the war between the Angels and the Faceless began, the War of the Ancients. The creations of Elrath did not want to share Askhan with anyone else, so they began to destroy Shantiir. When only ruins remained of the cities on the mainland, an army of angels marched towards Meosharan to put an end to the Empire…

Important: The last two cutscenes use additional soundtracks. To ensure they play during your playthrough, download the 'Soundtrack1' and 'Soundtrack2' archives and place their contents in "Game Folder / Music".

This map is a mod, so it is recommended to delete it after completing it, as it affects other maps. Incorrect operation is guaranteed if you have maps installed that contain bosses (e.g., "The Tale of Igor's Campaign," "Between the Hammer and the Anvil," "The Hand of Fate. Part 2: Despair"). A complete list of changes can be found in the ReadMe file in the map archive.

From the author: As always, I would like to hear your feedback on the following criteria:
1. Plot (especially the final cutscenes).
2. Design.
3. Gameplay (difficulty).

Enjoy the game! ;)

Version 1.01 available on 06/16/2013 18:55. Now, the correct cutscene plays when you talk to Ara'Dorn.
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13 years ago
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New map in the section? Like it! :smile20: :smile20:
13 years ago
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I'll check it out now. I really liked the soundtracks, I'm saving them.
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13 years ago
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And I beat it ;)

So, first, a short narrative: (played on veteran, I think)

Week 1 - full clear of the mines. Two heroes hired in town, Ossir and someone else. As a result - lots of archers. And that means easy victories on the map.
Week 2 - clearing the territory, excluding two Obelisks (I always know that 1-2 are enough for me to figure out the location of the Tear, and wasting troops is not desirable.) + struggling to get archers.
Week 3 - relatively building up the town, gathering troops ---> attacking the Angels. Out of stupidity, I didn't accept help, so I had to replay. Didn't lose much, but it was still unpleasant. Wandering around the area, I find Tas-Netila (something like that). Easily win the battle for him. Find an external dwelling with a Unicorn Bow)))
Week 4 - kill the knight hero, break through to the fort, upgrade archers, they give me the capital, take reinforcements, upgrade again. Clear the territory a bit. A knight hero appears. I kill him; he doesn't manage to escape (more on this later).
Week 5 - gather troops from two towns, attack the uber-outpost. Stupid inquisitors take out half the army, but I win. Moving further - storming the capital. Danger level - high. The battle is long, but I win. Ents help a lot (even very much). Losses are quite significant, especially among melee units. Druids are relatively intact. Free the monk from prison.
Week 6 - fully clear the map around the capital. Build up towns.
Week 7 - run to the right portal, open an Obelisk, dig for the Tear with Ossir (although it's no longer needed), free the TE town. A knight appears, I beat the knight. Run to the dwarves, free their town. (or next week, don't remember). Take the development limit. A knight appears, I kick the knight.
Week 8 - finish off what wasn't finished. Place the tear. Perform the ritual, kill the Faceless relatively easily, face the Boss. In my opinion, it was a perfect battle; in the end, only druids and archers remain. All thanks to the hero's build (more on this later). On day 54 (screenshot below), I finish the game with the sign of the Thunderer.




Now, a few words about the hero:

Decided to build him as a mage.



Fast cast, cheap spells, mana regen.
Defense, Attack, Luck - relatively standard, but with an emphasis on mass spells. Logistics - that was simply my victory. Firstly, it's half the map per turn. Secondly, a huge advantage over the knights, who (since they kept appearing) didn't have time to do anything to me. That's why the walkthrough was so fast (relatively). Thirdly - it's a free teleport, which helped a lot at the start of the game.
The hero felt very confident throughout the entire game, although, of course, he lacked Dark Magic a bit for total blinding pleasure)


Now, a few words about the bugs:

- Is it normal that my help in the battle with the first angels was taken away after the fight? Or did I start getting bugs?
- Regarding the cutscenes with the Faceless. After approaching the capital, the scene repeats, so unfortunately I never found out why we were doing this super-ritual.
- One of the shipyards - the one with the question box - doesn't trigger after clicking OK. On the other hand, there is no script failure in the console either.
- Seemingly nothing else noticed. If I remember anything, I'll add it.


Well, and about the map itself overall:

I liked the map very, very much) Great cutscenes, interesting plot, keeps you from getting bored, draws you in. Battles are generally good, only Master Bowmen with a Unicorn Bow are imba)))
It seems to me that the human outpost needs to be weakened; as for the Inquisitors - they are beasts, just HELL. The Ash Tear can be removed, what is it for? And also - I didn't understand the development limit, why is it needed. Better to give something worthwhile instead of Obelisks. Angel armies at the end, guarding towns, are very weak. Put an upgrade there at least.
The landscape is good, of course, although it seems to me that a few extra bushes, stones, etc., are missing (in some places). But in general - why such a size? The edges of the map remained in the fog)))


Well, and if, as the author asks, line by line:

Plot - 5. (10, if possible).
Design - 4/5 (I don't know, on one hand, many empty trees and a strange map size, on the other hand, it doesn't overload the game, and it's not that noticeable. + 0.5 points can be added for the fires)
Difficulty - 5- (also don't know, on one hand, most battles are very interesting and difficult, personally for me as a veteran player; on the other hand, those little angels near towns were disappointing...


I hope I haven't offended or upset the author in any way, just writing what I think ;)

A solid five for the author's efforts) Thank you very much for an interesting map. (Although I still don't like playing as elves; auto-battle is fine, but not me)

Respectfully.
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13 years ago
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Is it normal that my help in the battle with the first angels was taken away after the battle? Or is it just a bug?
Yes, that's how it's supposed to be.
Regarding the videos with the Faceless One. After approaching the capital, the video repeats, so I never found out why we were doing that super-ritual, unfortunately.
I didn't quite understand which video is repeating. I'll check the script now.
One of the shipyards - the one with the question box, doesn't work after pressing OK. On the other hand, there is no script error in the console either.
I remember identifying this, but I forgot after the test. I think I'll just remove the trap in the new version of the map, as I don't know how to fix it.
On day 54 (screenshot below), I finish the game with the Thunderlord's Sign.
Honestly, I didn't expect such a rush :). I completed the map with a Hero in about 5 months. If there wasn't the Tear, Tallis's army would be even bigger, and the battle would be impossible.
I think the human outpost needs to be weakened, in terms of Inquisitors - they are beasts, just HELL. The Tear of Ashi can be removed, what is it for?
on the other hand, the angels near the cities are disappointing.
The idea was that the player would first capture one of the cities, and then, having taken the seventh creature, would go to attack the humans. I, on the contrary, thought that the garrison should be strengthened, depending on the difficulty, but I didn't have time.
And also - I didn't understand the development limit, what is it for?
First of all, because the editor complains when saving, considering the absence of a limit to be an error. And it's also easier to balance enemies this way, if you know to what level the player will develop. Maybe I'll increase it to 34, but then it will be difficult to reach the maximum level.
The landscape is, of course, good, although, it seems to me that in some places there is a lack of a couple of extra bushes, stones, etc.
Could you tell me where exactly?
And in general - why is the size so big? The edges of the map remained in the fog.
I don't like it when the edges of the map are visible when the road goes beyond the edge. In addition, this design is a kind of Easter egg for those like me who like to explore all the maps in the editor. Then you can see the whole island as a whole.
It's better to give something worthwhile instead of Obelisks.
There is an artifact near all the obelisks. Isn't that worthwhile?
I decided to level up as a mage.
For some reason, I don't see magic on the hero. Or did you reset Education and take magic instead of the main skill?
Master-Archer with Unicorn Bow is OP)))
Another OP thing is spell power, I highly recommend it :).

Thank you for your feedback!
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13 years ago
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1) The cutscene with Tas-Netil, who kills a knight and wants to prove his worth, plays repeatedly (once when approaching the pile of corpses, and again when approaching the Capital).

2) The entire walkthrough focuses on breaking through the outpost. If you don't want it to be possible to take it so quickly, add a couple of hundred more Inquisitors, and I doubt I'll be able to break through it (except with Dark Magic).

3) Yes, level 34 should be fine. You can also throw in a few Ancient Silvan artifacts.

4) Regarding the landscape, there are entire areas that are simply filled with trees. For example, I try to place a bush or plant a mushroom between them. But I specialize in [M]aps, 136x136, where large forests are not needed. Here, I think, lag might occur. So, it's better not to.

5) Well, if you're going to reinforce the outpost, then yes, the Obelisks will become worthwhile.

6) I made a mistake; I meant caster. In the sense that they cast a lot of useful mass spells, frequently, and don't spend a lot of mana doing so.

7) Spell Luck? Sure, it's possible. It probably just didn't drop. On the other hand, it seems to affect spell power, and I didn't even take Chaos at the beginning
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13 years ago
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Regarding the landscape – well, there are entire areas that are simply filled with trees. For example, I try to place a bush or plant a mushroom between them. But I specialize in [M]aps, 136x136, where large forests are not needed. Here, I think, there might be lag. So, it's better not to.
It's a dense elven forest, after all.
The entire walkthrough hinges on breaking through the outpost. If you don't want it to be possible to take it so quickly, place a couple of hundred more Inquisitors, and I probably won't be able to break through it (except with dark magic).
But isn't the battle with Tallis more difficult?
It repeats the cutscene with Tas-Netil, who kills a knight and wants to prove his usefulness (1 time when approaching the pile of corpses, 2 times when approaching the Capital).
Yes, indeed, the scene number in the script is incorrect. This is a significant flaw; I will re-upload the map now.
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13 years ago
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Fight against Tallis? Nah. Catapult – creates a hole in the wall. Hero – teleports – archmages – opposite the hole. Archmages – direct shots. Result: Adepts – dead. Archers – dead. Knights of Isabel – exit the gate towards the Ents – Ents – entangling. Griffons – flight. Hero – teleports druids. Druids – shoot at the Knights of Isabel. Archers – shoot at the knights. Result: Knights – dead. Griffons – miss. Griffons – attack the Ents. Ents – barely entangle. Archers – shoot. Result: Griffons – dead. Hero – mass haste. Dryads attack Zealots – Dryads – fly away (5 times). Archers + Druids – shoot at peasants and Brutes. Zealots – move towards the gate. Dancers – finish off the Zealots. Result: Zealots – dead. Well, it wasn't that fast, of course. There were also unicorns; they played the role of "kill me and lose your counterattack" for the enemy, so that the trees would entangle them and they wouldn't die. And in general, things went much worse with the outpost. Inquisitors shot down half of the Dryads, scattered the Druids, defeated the Unicorns, knights or someone else destroyed the Ents, and there were also a bunch of archers. Terrible.
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13 years ago
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Ah, but she had few growth bonuses. In the fourth month, when the Elrat Watchtower was built in the Valley, even with Medium difficulty, it was fun.

Now, version 1.01 is in the first post.
There were also unicorns there; they fulfilled the role for the ents – kill me and lose your defense, so that the trees can entangle you and you don't die.
You killed the unicorns for no reason. Blindness works no worse than entanglement. My Knight Isabel stood in the gate for half the battle, and only the Battle Unicorns attacked her, but without a counterattack and, moreover, without attacks on other creatures.
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13 years ago
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Well, the thing is, they ran out of money, so I had to use regular units. When (during the battle with the outpost) I realized that the Inquisitors would defeat at least 70% of the army (and all the ranged damage dealers), I teleported the Horsemen to them, so they could at least stand in defense for a couple of turns while I finished off the Knights, who were relentlessly harassing the Ents.

Added 1 minute ago
I fixed a few silly mistakes in the previous post to make it at least a little more readable.

Added 15 hours and 47 minutes ago
Ugh, I reread it, remembered - I didn't teleport the Unicorn, they successfully ran to the Inquisitors (during the battle with the outpost). Teleport doesn't work through a wall. (A small but significant detail)
13 years ago
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It seems my map comments are becoming standard:(
I tried the map – first on “Warrior”, then on “Recruit”... Or am I wrong, but it seems that the difficulty level only determines the battles with neutrals...
I couldn’t complete the final – the Faceless happily wipes out almost the entire army, and there’s nothing left to fight the boss with.
The solution is clear – after taking the human capital, don’t rush to free the last member of the Council (for two weeks) and focus on collecting Tears of Ash and gathering troops – but the fact remains: on “Recruit”, I had to fight most of the battles with knights and others with clearly not “Recruit” level difficulty:confused:
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13 years ago
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Or am I wrong, but it seems that the difficulty level only affects battles with neutral creatures.
In this map, the armies of all heroes are scripted, except for Laura's. I configured the Knights as follows: a certain number of troops are given initially, and the rest are proportional to the difficulty level. The army on "Hero" is 2.5 times larger than the army on "Recruit". For Tas'Nelit, the army depends on the week you arrive. On "Recruit," you get 1 weekly army increase, and on "Hero," you get 2.5, and also, only on "Hero" does the number of Black Dragons increase.
The recipe is clear: after taking the human capital, don't rush to free the last member of the Council.
No, there's no need to rush anywhere :). At the beginning of the mission, calmly build your Castle, defeat the Phoenixes to learn Chaos Magic, and recruit Archers. Then everything goes smoothly. I reached the garrison on the fifth week.

By the way, it might be easier on "Hero" than on "Recruit" because there are many more neutral creatures from which you can gain experience, and the hero's stats are crucial in this mission.
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13 years ago
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A. There's a small nuance here. Is the Faceless Friend and the Faceless Enemy the same hero? So, I might be wrong, but I'll still write it. If you test the Faceless Friend at the end, right before the Ritual begins, you can drain all his mana... and the guy will come out with zero mana. I might be wrong. If so, correct me.

Added after 12 minutes
Oh, yes, one more tip: you need to fight the boss exclusively with ranged damage units (archer masters + unicorn horn; druids + unicorn horn). The rest of the squad should consist of units with 1 hit point. If you've leveled up a Battle Druid (I don't know if it's possible), then that's even better. The fight involves casting a mass haste spell with the hero; then, send in a single unit, say, a Dryad, who will endlessly protect the archers and, if possible, the druids. (if the battlefield allows). The boss is defeated quite well; he didn't even get to any of my normal units.
13 years ago
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Guys, as I understand it, you’ve always played at a difficulty level no lower than “Veteran.” My comment is just that, in my opinion, the battles on this map are not suitable for the “Recruit” difficulty level. It’s somewhere between “Warrior” and “Veteran”:smile04:
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13 years ago
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Well, I don't know, I'm just playing through the campaigns on Recruit difficulty... I just wanted to ask the author if it's possible to drain mana from the Faceless One using the method described above, and also ask for advice on how to kill the boss.

Added 1 minute ago
And also - which battles are you referring to? If you compare Recruit to auto-battle, then the difficult battles are the skirmish with the guard post that can be overcome by finding the Tear, the battle with the people in the city (yes, I agree), and the last two battles. As for the neutrals, they are all very nice guys).

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