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Posts from Heart of the Night

4.0 (8 ratings)
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7 years ago
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Title: "Heart of Night"
Map name: "heartofnight"
Map type: Scenario
Map size: 136x136 (medium), with a dungeon
Game version: 3.1 - vanilla game / EWA - tested on 2.7.1 without additional mods
Map version: 1.4
Author: Gerter

Map description: 1053. After the end of the Sixth Eclipse War, a period of peace gives way to troubled and restless times. New wars break out, new alliances are formed, and new heroes make their mark on history. One of them dreams of becoming Karlam, the youngest son of the Fifth in the Circle. Just two weeks ago, he graduated from the famous Academy of Magic and embarked on a traditional journey for graduates. The first stop on his route is the capital of the elven kingdom...

Author's note: Scenario for the Academy/Sylvan faction. The map is designed for a fast-paced, dynamic, and thoughtful playthrough, so plan each step carefully and make the most of all the opportunities provided. The map introduces many changes to the game, so it is recommended to remove all other maps from the Maps folder before launching it. Please report any problems or difficulties that arise in this thread, if possible, with a screenshot of the console (especially if the problem occurred in battle).

Acknowledgements: First of all, to RedHeavenHero and Jack_of_shadows for their excellent maps, which were very helpful in my work. And, of course, to our entire community, which continues to thrive and motivate us to create new maps.

Updates:
v 1.1
- Fixed a bug related to the logic of Baal's appearance when Eternal Night begins
- Baal now slows down more if he passes through Secret Paths after the Eternal Night begins
- The Witch in Moriton now additionally offers the option of Machine Mastery
- Summoned units are no longer resurrected in battles with Gilva
- Orris now creates phantoms every 2 turns instead of every turn
- Fixed a bug that allowed Klemira to cast multiple spells in 1 turn

- Other minor adjustments

v 1.1a
- Rolled back the changes to Karlam's specialization to the original version.
- Fixed a possible loop in Baal's teleportation
- Slightly changed the possible locations of the Tear of Ashi - now it is easier to dig it up while escaping from the demon

v 1.2
- Karlam's specialization has been changed. Now he has the ability "Mutual Support": Academy units in Karlam's army
have a certain chance to inspire each other. At the same time, archers can only inspire melee units and vice versa
The chance is 10% + 2% * Karlam's level
- Karlam now starts with all combat machines
- Neutrals in the starting zone have been slightly weakened

- Baal no longer has a movement bonus before the Eternal Night begins, but after it begins, he receives an even greater bonus than before
- Secret Paths are no longer unlocked for Baal after the Eternal Night begins
- The distance the player must move for Baal to teleport to him has been increased
- All possible locations of the Tear of Ashi have been changed; now they are all inaccessible to the demon

- Added an alternative exit from the islands
- The mentor on Karlam's path has been moved to a more convenient location

v 1.3
- Fixed a bug that could cause problems at the end of battles with necromancers if Greta was in the inner garrison of the city during the siege.
As a result, the bug with the inability to unlock garrisons after killing Klemira was also fixed, as its cause was the same.

- The chance of Karlam's specialization triggering has been reduced, but now it is affected by soldier's luck (standard, a second attempt will be made)

- Silanna's daughters have been given the Energy Channel ability (level 15) - her presence reduces Greta's mana costs by 25%. However, she has lost the Lizard Rush (level 30), and Double Attack has been moved to level 31
- Some artifacts that Greta receives for destroying necromancers/clearing crypts/as a reward for quests have been changed
- Gilva now casts plague less often, and Klemira uses Scream of Terror less often
- The Staff of the Underworld now drops from Klemira herself, and is not given as a reward for the quest to kill her
- The number of units joining Greta has been slightly increased
- In the battle with Turgal, there is now a limit on the number of demons that can be on the field at the same time, but now the battle does not end when Turgal's initial army is destroyed
- Radiant Beacon no longer gives bonuses to characteristics
- Karlam can no longer receive mentorship
- Some texts have been added
v 1.3a
- Fixed a possible game freeze after defeating Baal

v 1.4
- Improved the behavior of some enemies in battle
- Baal has been slightly strengthened at higher difficulty levels
- The strength of mini-artifacts created in the forge is now limited to 25 units of knowledge
- Karlam's army in the final battle has been slightly reduced
- Added a mine in Turgal's catacombs for easier troop rotation
Improved compatibility with EWA:
- In the armies of enemies and scripted battles, 3 alternative unit upgrades can now be generated
- Karlam's specialization now works on alternative Academy upgrades

Link to the map: https://yadi.sk/d/eBOOxd-GjpLJjA
Version compatible with EWA: https://yadi.sk/d/gOx6T3HqbmeHSw

Screenshots:






Have a nice game and good luck!
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7 years ago
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It’s very nice of you to create this map. I will definitely find time to play it and leave feedback.
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7 years ago
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Just started playing and noticed that the objects don't align with the location you need to click to set a path to them. Usually, it's on the adjacent cell. Also, there seems to be a bug or a feature: if you approach the fairies without having the required amount of experience, they still let you pass, while deducting the experience you have, but they don't reduce the character's skills and basic stats to the levels they were at on the first level (I actively use this :p). I also thought that by using the wizard's sign, attacking two opponents with a hero's magic would cause the gremlins to shoot at both targets, but I had to change my plans :o. They attack the unit that has the sign on it. And when they shoot in support of the hero, the gremlins move back on the initiative scale – is that intentional?
In reply to MerlKori
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7 years ago
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Another bug or a feature – if you approach the fairies without having the required amount of experience, they still let you pass, while deducting the experience you have, but they don't reduce the character's skills and basic stats to the level they were at when you started (I actively use this :p).
It seems that's how it's supposed to work; the skills/stats you had at the start of the quest with the fairies are preserved.
I also thought that with the help of the wizard's sign, attacking two opponents with a hero's magic, the gremlins would shoot at two targets – but I had to accept that :o. They attack the unit on which the sign is placed. And when they shoot in support of the hero, the gremlins move back on the initiative scale – is that intentional?
Well, a mass attack would be too overpowered, considering that mages can also shoot at titans) And they move back because it's just a regular attack.
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7 years ago
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Awakened Baal, approached Moriton, and exited Carlam through a secret path behind the city walls – they won't let you back in. I understand that the elf must (or should? The character is named with a female name, but the animation suggests a male.) defend the city without outside help. Although, I wouldn't mind visiting the city's mage guild with Carlam. In the second week after receiving the city and the elf, an enemy appeared – Ainurel. I encountered him in the city – in the first turn, 3 critical hits from a catapult destroyed the gates and half the walls, and a ballista destroyed the archers. In general, the battle was very short – a machinist level 25 with a ring of machines against an elf level 14.
In reply to MerlKori
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7 years ago
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MerlKori
Awakened Baal, approached Moriton, and exited Carlam through a secret path behind the city walls – you can’t go back. I understand that the elf (or should I say, she? The name is female, but the animation is male) must protect the city. In the second week after receiving the city and the elf, an enemy appeared – Ainurel. I encountered him in the city – in the first turn, 3 critical hits from a catapult destroyed the gates and half the walls, and a ballista destroyed the archers. In general, the battle was very short – a machinist level 25 with a machine ring against an elf level 14.

They shouldn’t let you in. Unfortunately, the developers didn’t include female elf models. Before the necromancer with the ballista arrives, you need to level up as much as possible; I managed to reach level 19-20 and defeat the nightmares that guard the Dragon Eye Ring. Then you can guarantee that you can attack with archers before the ballista and destroy it. After that, there are no particular problems in this battle.
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7 years ago
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I started playing for the first time and Karlom picked up the Dragon Eye artifact, so I lost the first undead attack. I had to replay the scenario from the beginning. The second time, Gerta got the artifact and repelled the first attack, but the surprise in the form of a destroyed city wasn't great, as there were a lot of losses and no time to replenish them before the second attack. I gathered 80 nymphs, dancers, and archers, 70 druids, 30 unicorns, and 20 ents. It turned out to be not enough, as the necromancer summons phantoms, and whenever I kill someone, even slightly, he revives them without a spell.
In reply to GodRick
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7 years ago
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GodRick
Started playing for the first time and Karlom picked up the Dragon Eye ring, so he failed the first undead attack. Had to replay the scenario from the beginning. The second time, Gertha got the ring and repelled the first attack, but the surprise in the form of a destroyed city wasn't great, as there were a lot of losses and no time to replenish them before the second attack. I gathered 80 nymphs, dancers, and archers, 70 druids, 30 unicorns, and 20 ents. It turned out to be not enough, as the necromancer summons phantoms, and whenever I kill someone, even a little, he revives them without a spell.
The destruction of the city directly depends on the damage in battle - so it's worth destroying the catapult as quickly as possible. The second necromancer has one ability that works against him - you need to play around that in the battle. And try to lose fewer units - 80 archers is not enough for this battle. And if it's not too much trouble, could you provide more information - upgrades, what was unlocked in the dungeon, how is Gertha's special ability used?
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7 years ago
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Greta 22 Nymphs 99 Dancers 85 Archers 77 Druids 78 Unicorns 28 Ents 15 Dragon 1 H 6 Z 20 K 6 Z 18 Collected artifacts: Ring of the Dragon's Eye, Ring of Kinship with Machines, Ring of the Broken Spirit, Necromancer's Helmet, Ice Shield, Cloak of the Lion's Mane, Boots of the Wanderer, Trident of the Titans, Sword of Power. Upgraded: Masterful Avenger: Enchanted Arrow and Arrow Storm Intermediate Education: Scholar, Keeper of Secrets Masterful Chaos: Master of Cold, Deadly Cold Masterful Machines: Rapid-fire and Enchanted Ballista Great Luck: Soldier's Luck Advanced Sorcery: Secret Knowledge. Didn't summon a dragon because you can lose all your mana if you lose it. Didn't have time to clear the mentor and arena in the dungeon because the danger was too great; wanted to visit after picking up reinforcements, but didn't have time. Haven't encountered Karlam's green tent yet.
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7 years ago
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I would at least try to level up to 23, as there's a good dragon enhancement there. Are you using the Druid channel? The dragon gets a significant buff from spells. Regarding the scenario – it will be difficult with machines and chaos, and on a high difficulty, it's unlikely to be passable at all. I tested it on a hero, using Light Blessing + Leadership, and kept around 130 archers by the time I reached the 2nd enemy – I was able to win without critical losses.
In reply to Gerter
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7 years ago
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There’s no point in downloading Light Calling, as there’s nothing worthwhile from these schools at guild levels 1-3; there were just Ice Block and Ring of Cold. I was using High Druids to cast Ghost Lightning.
In reply to GodRick
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7 years ago
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GodRick
There's no point in leveling up Light Calling, as there's nothing worthwhile from these schools in the guild at levels 1-3. There were Ice Golem and Ring of Cold. I used Spectral Lightning with High Druids.
In the Dungeon, in the crypts, you can obtain spells of any school if your skill level allows. For example, you can get Resurrection from the first crypt if you have a skilled Light mage, etc. And a buffed dragon from the Conflux is very strong; it receives the most bonuses from spells.
In reply to Gerter
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7 years ago
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"Re-equipped" the druids; they provided +18 to magic. This dragon was enough to defeat the original undead, but when the raising of the dead began, it all ended. It seems I'll have to replay for the third time, but at least starting from the moment Carlam leaves the city, and not from the beginning of the mission.
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7 years ago
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Let me hint again – ghosts only reappear after the original unit dies. But something prevents them from dying immediately, right?) Using this feature significantly simplifies the battle.
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7 years ago
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Hmm, how do I win this battle? I've defeated all the original units, but he keeps resurrecting them. Is there an ending? And for some reason, I can't cast regeneration on the summoned dragon.

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