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Posts from Tomb Robber

3.0 (2 ratings)
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5 years ago
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My Mage turned out to be too combat-oriented. No spells, but a powerful engineer who easily defeated the Mages and Necromancer with just Titans, a Ballista, and a Tent.
In reply to Betelgeuse
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5 years ago
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Betelgeuse
I downloaded the map again, but this time the mummy that I need to kill got stuck in the gate when the cart approached. The mummy just stands there, and I can't get close to it (I can't attack it), so I'll have to replay half the game (I was playing with only one save).

Added 5 minutes later
My Mage turned out to be too combat-oriented. No spells, but a powerful engineer. I easily defeated the mages and the Necromancer with just Titans, a ballista, and a tent.
So, the mummy senses that its end is near and is hiding.
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5 years ago
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In reply to Betelgeuse
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5 years ago
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Betelgeuse
I downloaded the map again, but this time, the mummy that I need to kill got stuck in the gate when the cart approached. The mummy just stands there, and I can't get to it (I can't attack it), so I'll have to replay half the game (I was playing with only one save).

Added 5 minutes later
My Mage turned out to be too combat-oriented. No spells, but a powerful engineer. I easily defeated the mages and the Necromancer with just Titans, a ballista, and a tent.
So, the mummy senses that its end is near and is hiding.

Added 44 minutes later
Fixed.
5 years ago
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I replayed the new version and finally made it to the Dungeon. I took the yellow Castle, caught the main Necromancer, Zolton, with a bunch of artifacts at the top (by the way, there was no staff), and went further, but there was no way through. I went down and found a yellow garrison, but here's the problem: I can't get to it. Is this another bug, or am I missing some task? The task about "putting to rest" some Sinadim is vague: where should I look for him?
In reply to Antik
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5 years ago
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Antik
I replayed the new version and finally made it to the dungeon. I took the yellow castle, caught the main necromancer, Zolton, with a bunch of artifacts at the top (by the way, there was no staff), went further, but there was no way through. I went down and found a yellow garrison, but here's the problem, I can't get to it. Is this another bug, or am I missing some task? The quest about "putting to rest" some Sinadim is vague: where should I look for him?
So, everything in order. The staff is hidden behind a key, and the necromancer can't take it. To find it in the dungeon, you need to look at the signs, more precisely, at the direction of one of them; it stands out. There was a message about a passage in a certain place; there is a barrier there, and you need to remove the protection for this – visit the altar (the red one); it is located in another corner of the map, near the dragon graveyard. There is a second town behind the garrison.
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5 years ago
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I completed the map, and I liked it. The only thing is that 100 gems for the Sar-Issa ring seems a bit too expensive, in my opinion. With my character's stats, when I got to the gems (they were guarded by wolves nearby), I decided not to spend them on the ring (my under-leveled mage didn't need it) and instead spent them on titans or exchanged them for money at the market. I still bought the ring later to complete the quest. Then I was surprised why I couldn't complete it as the Fortress faction, but after reading the comments, I managed to do it. It's a good map, not too easy, but not too difficult either, with its own storyline. Good luck to the author!
In reply to Betelgeuse
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5 years ago
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Betelgeuse
I played through the map, and I liked it, but 100 gems for the Sar-Issa ring – in my opinion, that’s too expensive. With my character build, when I got the gems (they were nearby, guarded by wolves, I think), I just didn’t want to spend them on the ring (my under-leveled mage didn’t need it), and instead spent them on titans or exchanged them for money at the market (I still bought the ring later to complete the quest). Later, I was surprised why I couldn’t complete it as a Fortress, but then I read the messages and completed it. It’s a good map, not easy, but not too difficult, with its own plot. Good luck to the author!
Thanks, by the way, on this map, everyone can be an “under-mage”; light magic is prohibited, and you can only learn it from temples and scrolls.
5 years ago
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I completed the game with this hero in 87 days (I received the Thunderlord). In the game, I focused on quickly acquiring "Arcane Knowledge," and then Armageddons and golden golems did their job. However, I didn't encounter any mummies in the final, and the game ended with the capture of the second yellow castle. Overall, I enjoyed the map – it offers fast development, reasonably strong neutrals and enemies (although the necromancers could have been stronger), and generally has a pleasant landscape and storyline. It's a shame that I couldn't collect the complete sorcerer outfit (I couldn't find the staff, but the hat dropped randomly). Also, it would have been good to provide clearer information to the player about the mandatory visit to the altar in the dungeon (to pass through the yellow garrison). Otherwise, thank you to the author for their work and best of luck in the future.
In reply to Antik
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5 years ago
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Antik
I completed the map with a hero in 87 days (and received a Thunderlord). In the game, I focused on acquiring "Spell Mastery" as quickly as possible, and then Armageddon and Golden Golems did their job. However, I didn't encounter any mummies in the final stage; the game ended with the capture of the second yellow castle. Overall, I enjoyed the map – it offers rapid development, reasonably strong neutrals and enemies (although the Necromancers could have been made stronger), and generally has appealing landscapes and a storyline. It's a pity that I couldn't collect the complete wizard outfit (I couldn't find the staff, but the hat dropped randomly). Also, it would have been good to provide clearer information to the player about the mandatory visit to the altar in the Dungeon (to pass through the yellow garrison). Otherwise, thank you to the author for their work and best of luck in the future.
Regarding the mummy, the quest is directly tied to that hero's name, so it was most likely in the castle. Here's a small SPOILER:
The staff is hidden directly in the texture of the building, which makes it difficult to see. The marker with two columns next to the golden mines points to the keyholder, also hidden in the textures. Open it, and the staff is right behind the gate; it's naturally not available in the shops.
In reply to Florkingold
5 years ago
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I completed the map in 59 days as a "hero." The map is quite nice. I haven't seen a desert drawn with such care in a long time. The placement of the Castles isn't ideal. The last Castle for the player, the Magic Castle, turned out to be off the main paths. It feels like it wasn't really planned to be placed there. (There are two identical purple tents: one on the main path, the other near the fourth Castle.) Because of the Dungeon entrance, which is significantly shifted towards the area of the third Castle, a quarter of the map feels unnecessary to visit. Also, the mentor should definitely be moved from the corner to somewhere on the main path, perhaps closer to the two-way teleport. Or, the teleport should be moved. I don't understand why the pyramid is blocked by a blue tent; it's a perfectly ordinary pyramid. There are some unclear things with the green tent – what it blocks and why. The teleport doesn't block anything; you can pass without visiting it. The Dungeon also doesn't block anything (i.e., it's clear what it is, but why?). The Dungeon is much more boring, and the geography is simply depressing. It's a long, long corridor. At least the corridor could form a ring, giving a reason to run around with the mummy and let the academics burn off some energy. As it is, the main hero just walks up and defeats the occupant, who has nowhere to go. In terms of combat, the map is easy. Everything is too simple; all the initiative is on the player's side, and nothing bothers them. The final boss can be defeated even by a third-rate hero. There's an incredibly large advantage in terms of units for the Academics: 4 Castles + dwellings against 2 Necropolis Castles, and the Academics also have miniatures and are controlled by the player, not the AI. (My Hafiz defeated Sinadrim with a single stack of gremlins). To balance the forces, the Necropolis would benefit from having 5 Castles at their disposal. I didn't like that the ambush battles are only focused on Narhiz. Hafiz starts better, and it's more convenient to make him the main hero. It's easier to ignore the scroll near the pine tree; Hafiz can easily break through the guards, but another hero is sent into the battle. The "light" magic feels somewhat unfinished. First, using scrolls occupies a slot for the hero. You can only use one scroll from a group of collected scrolls; you can't place a more substantial artifact. Second, "light" magic is found and learned in captured Castles, which devalues the placed Temples and scrolls.
In reply to 13га
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5 years ago
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Level 13
I completed the map in 59 days as a "hero." The map is quite nice. I haven't seen a desert drawn with such care in a long time. The placement of the Castles isn't ideal. The last Castle for the player, the Magic Castle, turned out to be off the main paths. It feels like it wasn't really planned to be placed there. (There are two identical purple tents: one on the main path, the other near the fourth Castle.) Because of the Dungeon entrance, which is significantly shifted towards the area of the third Castle, a quarter of the map feels unnecessary to visit. Also, the mentor should definitely be moved from the corner to somewhere on the main path, perhaps closer to the two-way teleport. Or, the teleport should be moved.… I don't understand why the pyramid is blocked by a blue tent; it's a perfectly ordinary pyramid. There are some unclear things with the green tent – what it blocks and why. The teleport has nothing blocking it; you can pass without visiting it. The Dungeon also has nothing blocking it (i.e., it's clear what, but why?).
The Dungeon is much more boring, and the geography is simply depressing. It's a long, long corridor. At least the corridor could form a loop, giving a reason to run around with the mummy and let the academics burn off some energy. But as it is, the main character just walks up and defeats the resident, who has nowhere to go.
In terms of combat, the map is easy. Everything is too simple; all the initiative is on the player's side, and nothing bothers them. The final boss can be defeated even by a third-rate hero. There's an incredibly large advantage in terms of units for the Academics: 4 Castles + dwellings against 2 Necropolis Castles, and the Academics also have miniatures and are controlled by the player, not the AI. (My Hafiz defeated Sinadrim with just one stack of gremlins). To balance the forces, the Necropolis should have 5 Castles at their disposal.
I didn't like that the ambush battles are only focused on Narhiz. Hafiz starts better, and it's easier to make him the main hero. It's easier to ignore the scroll at the pine tree; Hafiz can easily break through the guard, but another hero is sent into the battle.
The "light" magic is somewhat underdeveloped. First, using scrolls occupies a slot for the hero. You can only use one scroll from a group of collected scrolls; you can't place a more substantial artifact. Second, "light" magic is found and learned in captured Castles, which devalues the placed Temples and scrolls.
Thank you for the feedback; I will continue to improve it. I'm glad you liked the desert
5 years ago
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Excellent scenario! Well done!
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5 years ago
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Everything was going well until I was exploring the surface (which, by the way, is well-designed and "not boring" with the NCF mod). But Sinadim-Naadir just disappeared from the battle at the bottom, and it was game over. What was that? I have no idea... maybe I was too scary for the undead. You could increase his stats or make the AI produce undead at the bottom like on an assembly line, so that while I'm catching all the cockroaches, I don't get too old. P.S. The warrior's tomb in the basement wasn't used (maybe it's part of a quest, or maybe it's a bug). Thank you for the game; I'd give the map a 4 (a "Soviet" 4).

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