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Posts from Abdication

4.2 (6 ratings)
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5 years ago
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Updated the map in the thread header. Changes:

1. Slightly increased the strength of enemy heroes.
2. Reduced the number of creatures that can join.
3. Added several portals to the map.
4. Removed the constant battles in the passage between the rocks leading to the Utopia. Now, when passing through it again, a battle will only start after a few days.
5. Other minor changes.
In reply to MasteR
5 years ago
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I played for 9 months with this hero, the balance is decent, and it's enjoyable to play.
In reply to yuuur5
5 years ago
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This is a great scenario. Necropolis is my favorite faction, so I especially enjoyed it. I understand that Utopia always gives a random tome, right? I got the Tome of Light, and I was already thinking of restarting, but then I saw the Ring of Greed in my inventory. I wonder how many people have played with this build and if anyone has even done it before? Difficulty: Hero.
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In reply to virus.mm
5 years ago
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virus.mm
This turned out to be a great scenario. Necropolis is my favorite faction – it’s especially enjoyable. I understand that Utopia always gives a random tome, right? I got the Tome of Light, and I was already thinking of restarting, but then I saw the Ring of Greyshanks in my inventory. I wonder how many people have played with this build and if they even exist?)
Of course, logistics don’t help much in skirmishes, but Darkness is almost always good, especially against Necropolis when you have Sandro’s Cloak.
In reply to virus.mm
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5 years ago
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virus.mm
It turned out to be a great scenario. Necropolis is my favorite faction; it's especially enjoyable. I understand that in Utopia, you always get a random tome? I got the tome of light, and I was already thinking of restarting, but then I saw the Ring of Greyshanks in my inventory. I wonder how many people have played with this build and if they even existed?) Difficulty: Hero.

Thank you for the feedback. Yes, it's not the most obvious build, but it's definitely viable.
5 years ago
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I played the Master's cards, and I remember very well that the neutral units are placed randomly and right from the start (I'm sure there's some algorithm involved), which, in my opinion, is a bit strange. The reasons for this are understandable.
And, for example, in this case, I restarted the game several times to see what the random generator produces, and here's a stable: it's one step away from the castle. There's probably a difference, either it's a horde of unupgraded spearmen, or a lot of dark riders or swift riders. And once, I even got a squad of dark riders. And from a squad and from a horde, we can take the same number of vampires. And at this location, the simplest bone collectors appear - they produce twice as many vampires as the riders. In general, there's no fairness right from the start.
Okay, let's see what happens and how much patience I have left.)
In reply to Mupy-Mup!
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5 years ago
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Mupy-Mup!
I played Master's cards, and I remember very well that the neutrals are placed randomly and right from the start (I'm sure there's some algorithm for this), which seems a bit strange to me, the reasons for this are understandable.
And, for example, in this case, I restarted several times to see what the random distribution gives, and here's a stable near the castle: there's probably a difference, either it's a horde of unupgraded spearmen, or a lot of dark riders or swift riders. And once, a squad of dark riders appeared. And from a squad and from a large group, we can take the same number of vampires. And at this location, the simplest bone collectors appear - they produce twice as many vampires as the riders. In general, there's no fairness right from the start.
Okay, let's see what happens and how much patience I have)

Yes, there is a certain influence of randomness. But that makes the map more replayable)
In reply to MasteR
5 years ago
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MasteR
Yes, there is a certain element of randomness. But that also makes the map more replayable.
So, it all depends on how you look at it. Some might say it's a random hassle. For example, to build a Dark Energy pillar, you need to find 5 sulfur. In some playthroughs, sulfur is found nearby with light protection, while in others, it's nowhere to be found. In one playthrough, I turned neutral creatures (like peasants and goblins) into skeletons and raised a group of vampires from riders. There were also more riders nearby, and by the second week, I'll have a completely different army of vampires that will crush everything nearby in auto-battle. Compared to that, if you start with fairies, imps, etc., and don't have the necessary resources, you won't be able to move more than a day's journey from your castle. So, in summary, the gameplay at the beginning simply boils down to finding the best conditions for the start. Or, if you don't look for the best conditions, it depends on how things fall into place to create a balanced and interesting situation, rather than something too easy and simplistic, or, conversely, impossible. And in this case, it also comes down to restarting the game. No matter how you look at it
In reply to Mupy-Mup!
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5 years ago
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Mupy-Mup!

It all depends on how you look at it. Some might say it's a random mess.
For example, to build a Dark Energy pillar, you need to find 5 sulfur. In some playthroughs, sulfur is found nearby with light protection, while in others, it's nowhere to be found.
I had a playthrough where I turned neutral creatures (like peasants and goblins) into skeletons and raised a group of vampire riders. Nearby, more riders spawned, and by the second week, I had a completely different army of vampires that could easily defeat everything nearby in auto-battle;
compared to if I started with fairies, imps, etc., and lacked the necessary resources, and couldn't move more than a day's journey from the castle.
So, in summary, the gameplay at the beginning boils down to finding the best conditions for a start.
Or, if you don't look for the best conditions, how should things unfold so that it's balanced, challenging, and interesting, rather than easy and simplistic, or, conversely, impossible. And in this case, it also comes down to restarting the game)) No matter how you look at it.

I prefer to look at it more philosophically. Because I used to play a lot of online games, and you can't ask your opponent to restart just because assassins are guarding a mine instead of peasants, and crystals are scattered everywhere instead of mercury, for example. If you're unlucky with the guards, then you'll be lucky with something else. And another reason for this approach is that players with the EWA mod or similar mods are probably not very interested in scavenging standard neutral creatures on the map.
5 years ago
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What the heck? You kill legions of undead, and after 2 days, Zoltan has 1000-2000 of each unit again....

And why, after taking the key in the water temple, does the quest get completed, but the gates don't open?

In reply to Milany
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5 years ago
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Milany

What the heck? You kill legions of undead, and after 2 days, Zoltan has 1000-2000 of each unit again....

And why, after obtaining the key in the Water Temple, the quest is marked as completed, but the gate doesn't open?


Regarding the first question, this is an artificial way to maintain the difficulty and danger posed by the AI. Unfortunately, the computer enemy cannot provide proper competition to the player without external help (a script). Therefore, when the main enemy heroes die, they are resurrected, and their army is replenished, becoming stronger each time. This:

a) serves as an incentive not to prolong the game and not to sit idle in the castle;
b) prevents boredom after the initial victories over enemy heroes.

Regarding the key, I don't remember the exact wording of the quest, but Markel said something like this:

"It would be good to find this key; it might be useful later."

The fact that the quest is completed is good; it will definitely help. How? It will become clear closer to the end of the game. There is no need for the main character to force his way through the gate right now; he has a different task at the moment.
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5 years ago
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The scenario has been completed, and I enjoyed it. This might be slightly off-topic, but I'd like to share my thoughts: it would be interesting if you, MasteR, created a campaign for the Haven faction instead of the one that's in the original game. For example, it could focus on Nicholas or other prominent heroes (since the original campaign is not very engaging). Also, a campaign for the Dungeon faction would be great, as the reason for the wars between them is not fully explored in "Hammers of Fate." Your presentation and implementation of scenarios are very good, and I think you could handle this well, but this is just my opinion.
In reply to SkyLine
5 years ago
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When do I need to kill Kaspar outside the city in the Necropolis? And is it necessary, because he's a strong opponent?
In reply to SkyLine
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5 years ago
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SkyLine
The scenario was completed, and I enjoyed it. This might be a bit off-topic, but I'd like to say that it would be interesting if you, MasteR, created a campaign for the Humans instead of the original one. For example, a campaign featuring Nicholas or other related heroes (since the original campaign is not very engaging). And a campaign for the Dark Elves; in "Lords of the North," the reason for the wars between them is not really explored. Your presentation and implementation of scenarios are very good, and I think you could handle this, but that's just my opinion.

About 5 years ago, I might have even tried, but now, frankly, I don't even have the time or desire to finish the current campaign, even though there's not much left to do.

Added 1 minute ago
Katangens
When do I need to kill Kaspar outside the city in the crypt? And is it necessary, because he's a strong guy?

It's not necessary for completing the game, but if you want to collect the Necromancer set and get rid of the negative luck modifiers, then it's worth clearing out the crypt.

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