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Posts from Rakshasa Uprising

5.0 (3 ratings)
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9 years ago
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Title: "Rakshasas Revolt" - "Rakshasas Revolt" Game Version: 3.1(2.1) Map Size: small (96*96) Map Type: scenario Map Version: 1.1 Dungeon: Yes Recommended Difficulty: Veteran, Hero Total Number of Players: 4 Number of Human Players: 1 Number of Teams: 2 (1x3) Scenario Author: Fosgen Author Contact: fosgen-mm@yandex.ru, fosgen@hotbox.ru
Brief Scenario Description:

An ancient relic, the "Tear of Ashi," has disappeared from the local Sanctuary of Rakshasa in the province of Lahur, located north of the Haan-Hara desert. Upon learning of this incident, the Rakshasa immediately revolted against the mages, accusing them of stealing their sacred artifact. What prompted the Rakshasa to draw such conclusions is unknown, but soon bloody clashes broke out throughout the province. Initially, the mages managed to contain the Rakshasa and even successfully suppress some resistance centers; however, the situation soon changed dramatically. Unexpectedly, the Rakshasa revolt was supported by an ancient cult of local fire worshipers. The fire worshipers were not particularly loyal to the mages' state, but now openly opposed it. After this event, the mages began to suffer defeat after defeat, and finally, after several major battles near the Akura River, the mages' army was completely defeated. The surviving warriors were forced to flee and take refuge in the ravines of the "Black Mountains."
Timeline of Events:

...This happened just a few months ago. An ancient relic of the local Rakshasa, the "Tear of Ashi," was stolen from the main Temple of our province. Who stole the relic is still unknown, but the Rakshasa, without hesitation, blamed us for everything and immediately launched a rebellion. At first, we still managed to control the situation, suppressing isolated pockets of resistance, but this did not last long. Just two months after the start of the revolt, the Rakshasa were unexpectedly joined by the mages of the ancient cult of "Assara," who worship fire. The cult's warriors were masters of chaos magic, and soon our troops began to suffer defeat after defeat. It became clear that the Rakshasa revolt was escalating into a large-scale war and was already threatening to spread to other provinces of our state, but the council of supreme mages in the capital thought otherwise. The supreme council believed that the revolt was a temporary phenomenon and would gradually subside on its own. Therefore, despite our requests, the council of mages refused to send troops to the province to suppress the revolt. Meanwhile, the main city of the province and the last stronghold of our troops in the region, Raan-Hesh, was lost. Despite the superior forces of the fire worshipers, our soldiers desperately resisted, preventing the enemy from breaking through the city walls. After several unsuccessful attempts to storm the city, the mages of the fire cult made a radical decision - to use the most powerful chaos spell called "Armageddon." Exactly at midnight, a bright red flame illuminated the sky above the city. From the depths of the black abyss, a huge ball of fire burst forth and rushed down with a terrible roar. It was useless to run; the fiery stone slab was rapidly approaching the ground, fiercely tearing through the clouds. After just a few seconds, the meteor mercilessly plunged into the heart of Raan-Hesh. A terrible explosion thundered, and a giant wave of fire swept through the city, burning everything in its path. Walls, temples, libraries, amphitheaters - everything that once represented our great culture was now destroyed to the ground. And only a few buildings miraculously survived in this boiling cauldron of fiery death. The surviving soldiers, abandoning their weapons, fled to the mountains, and the troops of the fire worshipers freely occupied the ruins of the city. This defeat severely demoralized our troops, and panic began to spread throughout the army, and cases of desertion increased. After some time, we managed to gather large forces near the Akura River for a decisive battle with the fire worshipers and Rakshasa, but, unfortunately, luck did not favor us there either. After several days of grueling fighting, we suffered a final defeat. And although we managed to inflict significant damage on the army of the "Assara" cult, our troops were utterly routed. The remnants of our army were forced to retreat in disgrace and take refuge in the ravines of the "Black Mountains." Here, between the huge stone walls, we were trapped like in a vise. On one side, the exit from the ravine was blocked by a Rakshasa garrison, prudently left by the "Assara" army in case the survivors tried to escape. On the other side, the ravine was closed by a chain of impassable mountains. It seemed that there was no way out, and we were doomed to die of hunger, as there was no food to be found inside the ravine. However, it soon turned out that there was another passage between the mountains...
From the Author:

"Rakshasa Revolt" is a story-driven map designed for one player. The difficulty level you choose in the game will affect not only the standard parameters but also some scripted map settings (for example, the higher the difficulty level, the more often green enemy heroes will come to you).
Note: If you have difficulty finding the "Tear of Ashi" in the "Hall of Ashi," you can find a hint in the form of a small map at this link: http://hmmp.ru/_ld/0/87841.jpg.
The following spells are disabled on the map:
Astral Gate, Portal to City, Holy Word, Unholy Word.


List of changes in version 1.1:

- The map has been adapted for the Hammers of Fate add-on but is also fully compatible with Conquest of the Underworld
- A mod that increases the size of the text message window has been added to the map
- The ground lighting of the map has been changed
- Some artifacts that appeared in the 'Hammers of Fate' add-on have been enabled
- Dwarf heroes have been added to the map
- The 'Portal to City' spell has been disabled on the map
- A scroll with the 'Portal to City' spell has been placed in the dungeon, next to the Necromancer Amulet
- The mill (45, 62) has been replaced with a Gargoyle Lair
- The Marletto Tower (90, 26) has been replaced with a School of Magic
- The mercenary camp (77, 25) has been replaced with a Battle Academy
- The Temple of Magic Charms (72, 79) has the 'Fire Trap' spell available
- The knights guarding the sphinx have been replaced with Knights of Isabel, and their number has been increased
- An animation has been added when a scroll appears after visiting the three obelisks
- A bug with the appearance of the red obelisk guard in the tavern has been fixed
- The armies and characteristics of the green player's heroes have been changed
- The green player's heroes now behave in accordance with their description and arrive on time
- Narrow places where caravans often got stuck have been widened
- An error with the "Hall of Ashi" quest not being completed in the add-on has been fixed
- When buying in the tavern, the blue player's heroes receive a bonus experience
- The strength of the "main villain" has been slightly reduced
- Other changes have been made
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9 years ago
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Good map. I played it in EWA quite a while ago, and I remember it wasn't easy. The enemies deal a lot of damage with their attacks, so you need to develop quickly and decisively. Otherwise, you're doomed. Also, the story is interesting, and there are quite a few scripts.
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9 years ago
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@Antik, @elizbar1967, @AstralLein, please be more careful with your words or avoid provocation. Next time, or if the conversation continues in the same vein, I will be forced to issue warnings. You can use private messages to resolve any issues.

@elizbar1967, please respond in a more calm manner and explain what is wrong with this topic; let's try to figure it out.
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8 years ago
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The map is complex, atmospheric, and dynamic. Overall, Fosgen, I would put your map on the list of official story-driven maps – it’s better than many of the Nival maps, if not all of them.
The plot is excellent, and the quest with the prophecy is unconventional (in a good way), and the final battle!!! It felt like the map is strict regarding the initial gameplay. And, in general, it heavily depends on luck in the guild or Sanctuary.

Regarding the playthrough: I quickly defeated the "surface" heroes and didn't level up my own heroes enough, then rushed into the Dungeon – and that was a big mistake. When I realized who was waiting for me there (after two naive attempts to fight), it was already too late. So, I had to replay. I dealt with the labyrinth (thousands of Phoenixes) by simply saving the game after each step using a piece of graph paper. I developed the hero somewhat unsuccessfully, which I regretted when I finally reached the main enemy with my legions. I noticed an interesting pattern – if you deliberately eliminate the archers and crossbowmen near the sawmill, the blue faction somehow delays its visit.
The most interesting battle was with Laslo – he brought a huge crowd of armored units – 1500!
By that time, two blue armies timidly emerged from the cliffs, where they ran into 500 gremlins and over 150 golems.
Special respect for the armies guarding the obelisks and the final boss. There were no problems with the prophecy – after reading it a couple of times, I figured out what to do. Overall, respect to the map. I wish there were more like it.
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8 years ago
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Some criticized the scenario for the author disabling certain spells on the map: Astral Gate, Portal to the City, Holy Word, Unholy Word However, in my opinion, the scenario benefits from these limitations. Sometimes it's useful to restrict magic.
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8 years ago
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The scenario is worth playing: it has an interesting plot and additional quests. But for some reason, I can't find the 3rd obelisk. It's located on an island inhabited by devils, who guard an underground passage.
The problem is that I can't seem to dock at this island.
8 years ago
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The Astral Gate spell comes to the rescue.
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8 years ago
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elizbar1967, thank you! It really helped. I somehow forgot about this handy tool.
8 years ago
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This spell was intentionally added. That’s how it was planned.
8 years ago
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Excellent scenario! The plot is superb! The role-playing aspect is well-thought-out! The intricate system of transitions made me pause and figure out where to go – I love maps like that! The enemy creatures of the green player were a bit of a surprise at first. I crushed most of them easily, but Laszlo gave me a bit of a shock (I can't find other words, sorry, moderators). I played as Razaz on "hero" difficulty + EWA mod. It was quite epic to see the troops of level 2 clash: armored knights against golems. I had to replay the battle several times. It was challenging. The final puzzle was also a nice challenge. But after reading the quest description a couple of times, I figured out what to do and where to go. The final boss, Kha-belekh, is a strange character. But Laszlo seemed much tougher to me than him.
Huge thanks to the map author for the plot and the challenging gameplay! :smile20:
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1 year ago
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Great scenario (simplicity is its strength). I haven't played it in a long time. The desert is very well done/feels very realistic; it's almost hot. Last time, I played as Orai. This time, I chose Jaliba, and since it was a random, initial artifact, I got the Phoenix Cloak, so I decided to go with a chaos + summon build. Overall, it's doable, but it's a bit challenging. Summon + darkness or light would have been easier. Since the author's link to the hint is dead, I've included a screenshot of the solution in the attachment. Thank you for the game.

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