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Posts from Grover’s Expedition

3.0 (2 ratings)
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Map Name: Gruver
Map Type: Scenario
Two-level map: yes
Number of players: 3
Map size: 136x136
Map author: AlekseyS
Last update 07/04/2018
Description:
While rummaging through the library, the archmage Gruver found an interesting book about a certain Order of Time. As it turns out, this order was located in the lands of the Falcon Empire in an uninhabited area - the Valley of the Forsaken, and, according to little-known legends, created a time portal. He also learned about a certain Tremere, an honorary member of the Order of Time, who still lives somewhere near the valley. Naturally, Gruver, who hasn't discovered anything worthwhile in forty years, will be interested in studying such an unusual invention. The proposal for an expedition was unanimously supported, however, everyone who was sent there mysteriously disappeared. Annoyed by these results, Gruver decides to go in search of this portal himself.

INSTALLATION
Download the map archive, unzip it, and find the Gruver.h5m file in it, which you copy to the Maps folder in the directory where the game is installed.

From the author: Scenario for mages. The "Arcane Knowledge" perk is prohibited on the map! It is recommended to delete the scenario after completing it.

Versions
v0.9 (04/30/2018)
First version of the map.
v1.0 (05/04/2018)
- Fixed bugs with quests for Thunderbirds and Golems.
- The Arch-Bishop has been slightly strengthened, and now his troops depend on the difficulty level.
- After completing the quest for Sar-Issa's robe, you can build Colossi in the city.
- The tavern and guild above the first level are unavailable in the city.
- Other minor changes.
v1.1 (07/04/2018)
- Fixed a bug with the siege of the Northern Outpost.
Attachments 1
1 file attached • Total size: 1.2 MB
Карты: Экспедиция ГрувераНаследие ШантириВременной парадоксПоиски рунной сферыПуть возвращения
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I started playing your map. Among the positives, I can note that the cutscenes are very well done, and the map itself looks good. Among the negatives: the game doesn't allow you to take the "Arcane Mastery" perk, and as a bonus, if you still manage to take it, it resets all of the hero's experience and returns him to level 1. And I also encountered one bug. After capturing a Fortress and building a Castle, specifically upgrading the Mage Guild to level 5, the window with the "Arcane Mastery" perk lock appeared again, along with the message "You already have too many spells," and now this lock window appears every 2 seconds and resets the hero to level 1. Because of this, I couldn't complete the map. Regarding the special perk. At least add a warning that it shouldn't be pursued on this map, otherwise, it was a very unpleasant surprise with the complete reset of the hero.
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What's the point of playing then, if a mage can't achieve "Arcane Enlightenment"?
In reply to Co4ek
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Co4ek
I started playing your map. Among the positives, I can note that the cutscenes are very well done, and the map itself looks good. Among the negatives: the game doesn't allow you to take the "Arcane Mastery" perk, and as a bonus, if you still manage to take it, it resets all of the hero's experience and returns him to level 1. And I also encountered a bug. After capturing a fort and building a Castle, specifically upgrading the Mage Guild to level 5, the window with the "Arcane Mastery" perk being locked appeared again, along with the message "You already have too many spells," and now this window appears every 2 seconds and resets the hero to level 1. Because of this, I couldn't complete the map.
Regarding the special perk: at least add a warning that it shouldn't be pursued on this map, because the complete hero reset was a very unpleasant surprise.
Thank you for the feedback. It's strange that the Mage Guild can be upgraded to level 5; it shouldn't be possible to upgrade it beyond level 1, along with the tavern and colossi. I will adjust the function for the central perk in the near future.
Antik
Then what's the point of playing if a mage can't get "Arcane Mastery"?

It would make completing the scenario too easy. I'm sure that all the main battles would be won using obsidian golems, Armageddon, and Wall of Swords.
In reply to Antik
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Antik
But what's the point of playing if a mage can't achieve "Arcane Enlightenment"?
So, for you, the whole point of playing Heroes is to reach Super Unit level? - that's a strange approach.
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
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It would be too easy to complete the scenario. I'm sure all the main battles would be won using obsidian golems, Armageddon, and Wall of Swords.
But will banning these spells on the map still allow them to be learned through the "Spell Lore" skill?
 

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In reply to Ment
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Ment
Will banning these spells on the map still allow them to be learned through magical omniscience?
Or maybe it's simpler to disable this perk altogether (though then this map would turn into a mod).
Alternatively, you could give the main hero a starting perk that prevents entering the Skill Tree (e.g., a "mana regeneration" perk), but in this case, the map would need to be made without a mentor (so that the interfering perk cannot be transferred to the mentor).
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
In reply to Ment
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Has anyone completed the scenario yet?
Ment
Will the ban on these spells on the map still allow them to be learned through the "Arcane Knowledge" skill?

Actually, no, but these spells can be obtained on the map with the help of spellbooks.
In reply to SRD
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SRD
Alternatively, give the main hero a perk at the start that prevents entering the Sanctuary (e.g., a perk called "mana regeneration"), but in this case, the map needs to be designed without a mentor (so that the interfering perk cannot be transferred to the mentor).

I think this is the most sensible suggestion.
Справедливость превыше всего, но милосердие превыше справедливости (Ольга Брилёва)
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The map is generally passable, but there are a few flaws:
1) The blacksmith who gives the quest about golems. After accepting the quest, I went to the elemental blacksmith in the southwest, but he refused to talk to me. As I understand it, the key halves found in the monasteries are parts of the turquoise key. After receiving the quest to reforge, the elemental gave me tools to repair the golems, but said nothing about the key. :smile32:
2) The archpriest. I tried to attack him several times, but he fought me for several rounds and then died. But at one point, he still ran away. I don't know why.
3) Behind the purple guard tower, there is no passage to the Dungeon. The Angel Wings (dropped in Utopia) saved the situation. They also helped me get past the turquoise guard.
4) Where do I get the Thunderlords if only Titans are available? (The prophet refuses to take them).
5) After digging up the Tear, the quest was not marked as completed; it was only marked as completed after the ritual.
If I really want to nitpick, there are some minor errors in a number of dialogues and quest descriptions. I will provide a complete list of corrections in a while.
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What conditions must be met to capture the Northern Fortress? The hero just stands at the castle gates and does nothing.
In reply to Sova965
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Sova965
The map is generally passable, but there are a few flaws:
1) The blacksmith who gives the quest for golems. After taking the quest, I went to the elemental blacksmith in the southwest, but he refused to talk to me. I assume the halves of the keys lying in the monasteries are parts of the turquoise key. After receiving the quest to reforge, the elemental gave me tools to repair the golems, but didn't say anything about the key. :smile32:
2) The Archbishop. I tried several times, as he fought me for several rounds and then died. But at one point, he still ran away. I don't know why.
3) Behind the Purple Guard tower, there is no passage to the Dungeon. The Angel Wings (dropped in Utopia) saved the situation. They also helped me get past the Turquoise Guard.
4) Where do I get the Thunderlords if only Titans are available? (The prophet refuses to take them).
5) After digging up the Tear, the quest was not marked as completed; it was only marked as completed after the ritual.
If we're going to be very picky, there are some minor errors in a number of dialogues and quest descriptions. I will provide a complete list of corrections in a while.

Thank you for the feedback. So, let's go over the problems you found:
1. The problem with the key and the blacksmith has been fixed.
2. Regarding the bishop, please explain in more detail, because I don't understand: is he strong, or does he just run away after winning?
3. Angel Wings? Where did you find them? You can't find anything in Utopia, only after the quest can you get the Sandals of the Saint. I will fix the bug with the Dungeon.
4. You will have to upgrade the Titans and Colossi that you find in the Fortress.
5. Well, that's a minor thing. The quest is still completed.
6. I will fix the errors.

Added 2 minutes ago
vertexK200
What conditions need to be met to capture the Northern Outpost? The hero just stands at the castle gates and does nothing.

None. The siege should start, and after the victory, the castle should be rebuilt into a Mage Castle.
In reply to AlekseyS
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AlekseyS

2. Regarding the Bishop, please explain in more detail, because I don't understand: is he strong, or does he just run away after the victory?
3. Angel Wings? Where did you find them? In Utopia, you can't find anything, only after the quest can you get the Sandals of the Saint. I'll fix the bug with the underground.
4. The Titans and Colossi that you find will need to be upgraded in the fortress.


The battle with the Bishop unfolded as follows:
He had 3 Archangels, 20 Monks, 60 Archers, and 60 Crossbowmen (Warriors). That is, he wasn't very strong. For several rounds, this meant: I eliminate his troops, the battle ends, and it starts again. A total of 2 times.
He simply disappeared from the map when he died.
The last time, after the victory, he walked away on his own. (Apparently, that's how it was intended)

Regarding the Angel Wings: you can enter the Dragon Utopia several times. After the victory, a certain set of artifacts would drop. One time, the wings were among them.

On the map, there are 6 Tier 6 creatures + 2 Tier 5 creatures. Still not 10. That's the first thing. Secondly, again, I don't know what it's connected to, but the upgrade for the Thunderers is blocked. There's an old mod for NPCs.
In reply to Sova965
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Sova965
The battle with the Bishop unfolded as follows:
He had 3 Archangels, 20 Monks, and 60 Archers and Crossbowmen (Warrior). So, not very strong. For several rounds, it went like this: I eliminate his troops, the battle ends, and it starts again. A total of 2 times.
He simply disappeared from the map when he died.
The last time, after winning, he walked away on his own. (Apparently, that's how it was intended)

Regarding the Angel Wings: you can enter the Dragon Utopia multiple times. After winning, a certain set of artifacts drops. Once, the wings were among them.

The map has 6 Towns + 2 Castles. Still not 10. That's the first thing. Secondly, again, I don't know why, the upgrade for Thunderbirds is blocked. There's an old mod for NPCs installed.

I just checked the battle with the Bishop, and it works fine for me. I don't know why it's happening for you.

The Dragon Utopia also works normally for me, and you can't start the battle again after winning.

I'll fix the issue with the Titans, but it's best not to use any mods.

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