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5 years ago
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Title: The Remaining
MapName: The remaining

Size: 136x136
Map Type: Single Scenario
Number of Players: 3
Faction: Inferno
Dungeon: Yes
Author: Kartoha
Description: The reign of Biara has fallen. And although the demons suffered a total defeat, in some corners of the Griffin Empire... Oops, no... In some corners of the Unicorn Empire, there are still small detachments of demons. Some surrender, some hide, some put up desperate resistance, and some, like Nibros, try to return to Shio. Discord, disorganization, and the small number of troops make this task impossible for the demon lord. However, Nibros is determined to achieve his goal.

Please report all bugs and shortcomings. Have a nice game!
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4 files attached • Total size: 1.2 MB
5 years ago
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MAP FIX:
1. Balance adjustments made. Some neutral creatures were replaced, and others were weakened. Enemy heroes were also weakened. Reinforcements were slightly increased.
2. Minor cosmetic changes to the map.
3. Fixed a bug with the witch's hut at the beginning.

Thank you for attempting to complete the Remix map.
In reply to Kartoha
5 years ago
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The map turned out to be quite unusual. What is considered a strength and what is considered a weakness depends on your perspective. It is based on a well-thought-out scenario with attention to every detail. Technically, everything is done very well. I noticed only one flaw. In the witch's hut, located near the starting point, the selection buttons are mixed up. However, I didn't enjoy playing the map. The imposed morality system turns every battle into a tedious grind. It is virtually impossible to get rid of the morality penalty in the foreseeable future. The number of troops given out is calculated very precisely, and every loss quickly starts to affect the progress. I played on the "hero" difficulty, and the first Castle can only be taken within the first week; if you don't take it, you won't be able to progress anywhere. The pursuit is very tightly organized, and the map consists of many dead-end paths. Before entering each of these dead ends, you need to save the game; otherwise, you might find that your hero is caught on the next turn. There is no way to go back, "make circles," break away from the pursuit, and collect something. You need to immediately decide what to take and what to leave behind. The main hero's starting skills are chosen in such a way as to tie the player's hands. You can only play the map normally if you have already played it once or viewed it in the editor; otherwise, you will be constantly saving and loading.
In reply to 13га
5 years ago
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Level 13
The map turned out to be quite unusual. Whether its strengths or weaknesses are more apparent depends on your perspective. It's based on a well-thought-out scenario with attention to detail. Technically, everything is done very well. I noticed only one flaw: in the witch's hut near the starting point, the selection buttons are mixed up. However, I didn't enjoy playing the map. The imposed morality system turns every battle into a struggle to achieve a result. It's virtually impossible to get rid of the morality penalty in the foreseeable future. The number of troops given out is calculated precisely, and each loss quickly starts to affect the Walkthrough. I played on "Hero" difficulty; the first Castle can only be taken within the first week, and if you don't take it, you can't progress anywhere. The pursuit is very tightly organized, and the map consists of many dead-end paths. Before entering each of these dead ends, you need to save; otherwise, you might find that your hero is caught on the next turn. There's no way to go back, "make circles," break away from the pursuit, and gather resources. You need to immediately decide what to take and what to leave behind. The main hero's starting skills are chosen in such a way as to tie the player's hands. You can only play the map normally if you've already completed it once or viewed it in the editor; otherwise, it's endless save-loading.

Thank you for the Walkthrough. I will try to change the morality concept somehow.
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5 years ago
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Starting on G is certainly not easy. There are morale artifacts, but they are too scattered across the map (whereas you need them immediately and at the start). You can put up with a drop in morale, but why cut into experience? I had to long own my desire for the Chainmail of Enlightenment (I never found the matching hat). The rescued demons in the towers can be of different grades (which is not good), meaning you break through, see what they give you, and realize they won't fit (so you have to trudge to the fort on the hill). Why do I need demonesses when Seductresses are playing their part?
I grew my demon on chaos+darkness. The Armageddon inputs were confusing at first. Chaos didn't play out at all. There isn't a single mine where you could leave joined neutrals (towards the end, you can't fit them in at all without losing main creatures), and with such morale, the only thing left is to mix up the troops.
But I liked them. Thanks for the game.
p.s. I wouldn't touch experience and would put some kind of garrison somewhere so that you could reshuffle your troops.

 

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