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Posts from Uninvited guests.

3.7 (12 ratings)
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9 years ago
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Title: Uninvited Guests - Strangers

In-game resource name: Uninvited Guests
Map type: Scenario
Two-level map: yes
Game version: only 3.1
Number of players: 5
Size: medium
Map author: MasteR
Description: Four warlords could not agree on how to divide the lands rich in resources and waged an endless feud between their neighbors. None of them even thought that a secret guild of avengers had long set its sights on these lands. Will the warlords be able to forget their feud and unite to repel the invaders, or will they, weakened by infighting, become easy prey? Time will tell.

About the map: You can play as any race, one of 8 new heroes, or standard ones hired at the tavern.







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9 years ago
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To publish in our group, please upload screenshots as described here: /topic/7514/
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9 years ago
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OK
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9 years ago
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Hello. Thank you for the interesting map; it looks very beautiful, and there's plenty of action. I haven't finished it yet, so I haven't fully evaluated it, but overall, I liked it. Although it was a bit unusual when attacks on the castle started in the third week. Considering the level of the opponents, it was even a little unsettling, but I still managed to fend them all off. Honestly, I thought I wouldn't be able to handle it. I found a small spelling mistake in the description of Steinar's (Rune Priest) specialization – the word "troops" is missing an "i". And also, when playing as the Dungeon, I can't seem to get the gold ingot that is located next to the castle. It seems that the castle's textures are overlapping it, and when I hover the cursor over it, the city icon appears. I tried playing as another faction, and there are no problems with it there, but when playing as the dark elves, the castle gets in the way. Could it be moved a little?
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In reply to Alex 536
9 years ago
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On the second week, a Dark Elf of level 17 (!!!) appears with a decent army, including dragons. What difficulty level do you suggest playing on? Perhaps there's some trick I'm missing?
In reply to arkmo
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9 years ago
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arkmo
At level 2, a Dark Elf of level 17 (!!!) with a considerable army, including dragons, appears. At what difficulty level do you suggest playing? Perhaps there is some feature that I haven't understood?

I tested it on Veteran difficulty.

I've released a new version 1.0.1. Changes:

1) The AI's development speed has been slowed down.
2) More neutral creatures have been added near the castle.
3) Spelling and description errors have been corrected.
4) After passing through the portal, the starting hero receives a small army.
5) A large amount of gold near the castle has been moved to another location.
6) The guards on the AI portals and bridges have been strengthened.
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9 years ago
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Found something else interesting here. Something mysterious is happening with Sigmor's mana. It regenerates on its own, even in battle. The screenshots show that there were only 3 mana points before the attack, and after exiting the battle, there were already more than 100, with a maximum value of 50. Of course, I'm not against free mana, but something is wrong here.
In reply to Alex 536
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9 years ago
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Alex 536
Found something else interesting here. Something mysterious is happening with Sigmor's mana. It regenerates on its own, even in battle.
The screenshots show that there were only 3 mana before the attack, and after exiting the battle, there were already more than 100, with a maximum value of 50. Of course, I'm not against free mana, but something is wrong here.

You could say this is a bug, but it's more likely not in the map, but in the game itself. Mana is added and immediately deducted at the beginning of the battle so that the hero can cast fire walls, but for some inexplicable reason, the wall doesn't cast occasionally. I haven't been able to figure out what might be causing this. Thanks for the note.
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9 years ago
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I don't understand. Will these heroes with images replace some of the existing ones in the game and stay there permanently? And if I have a mod that includes all the heroes, will it accidentally remove the campaign heroes?
In reply to SuperGuru
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9 years ago
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SuperGuru
I don't understand, will these heroes with pictures replace some of the existing ones in the game and stay there permanently? And if I have a mod that includes all the heroes, will it accidentally remove the campaign heroes?

they won't replace or remove anything.
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9 years ago
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Found another not-so-pleasant thing.
When enemy heroes attack Sigmor, he places fire walls at the beginning of the battle on his side. This happens because when he attacks, his troops are positioned on the right, not the left. According to his specialization, he should be casting the walls behind the enemy, but in reality, as I understand it, he just casts them on the right side of the battlefield. Is there anything that can be done about this?
P.S. I hope I'm not bothering you too much.)
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In reply to Alex 536
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9 years ago
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Alex 536

P.S. I hope I didn't bother you too much)

Not at all, it's an important point. Sigmor's special ability needs a serious rework, taking into account the feedback provided.
In reply to MasteR
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9 years ago
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MasteR
Not at all, that's an important point. Sigmor's special ability needs significant refinement, taking into account the feedback provided.
Well, then, here's something else. When defending a castle, Sigmor doesn't cast his spell at the beginning of the battle. I waited for the cast on my side, considering the issue found earlier, but it didn't happen.
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9 years ago
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I started playing a map on Veteran difficulty. I noticed the same mana issue with the Knight.
A small suggestion regarding Rupert's specialization: it should have the same chance to cast a single-target speed spell on each unit, rather than a general spell, to reduce the randomness. In this case, the chance of being left with nothing is lower, as is the chance of speeding up the entire army at once at the beginning of the battle.
In reply to RedHeavenHero
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9 years ago
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RedHeavenHero
I started playing a map on Veteran difficulty. I noticed the same problem with the Knight's mana.
A small suggestion regarding Rupert's specialization: it should have the same chance to cast a single-target speed spell on each unit, rather than a general spell, to reduce the randomness. In this case, the chance of being left with nothing is less, as is the chance of speeding up the entire army at once at the beginning of the battle.

So, the mana increased, but the mass speed spell couldn't be cast?

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