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Posts from New order.

4.8 (4 ratings)
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5 years ago
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Title: "New Order"
Name: "New Order"
Number of missions: 5
Main characters: Alaric, Orlando
Author: Andrei_21

Description: Several months have passed since the battle at Horncrest. A peace treaty was signed with the dwarves, and the rebels Duncan and Freyda went underground. The Griffin Empire continues its struggle against the enemies of Saint Isabel. This war is led by Archbishop Alaric and Duke Orlando. The narrative will focus on these heroes.

I extend my immense gratitude to 13га, blackbrotherr, YORICK-85, vasik, RedHeavenHero, raspisnoy, Florkingold,  }{0TT@6bI4, Remix    - for help in creating and playtesting the first versions of the maps.

List of maps: Lost Courage
                        Revival of the Cult
                        Urgash's Fury
                        Dead Bull
                        Orc Hunt

From the author: The campaign tells the story of events that took place several months after the conclusion of the "Hammers of Fate" expansion. It shows my vision of what the developers left untold. Previously published missions have been updated (videos were added, balance was tweaked, lighting was changed, etc.). The campaign also implements the transfer of assembled artifacts between missions (as in the Tribes of the East story campaign). Please report all bugs and issues in the thread. Enjoy the game everyone!

Installation: Find the readme.txt file in the archive. Follow the instructions inside it.

Removal: From the UserCampaigns and UserMODs folders, delete the files New Order.h5c and ObjectsNewOrder.h5u

Version History:
Version 1.1 : The "Astral Gate" spell is banned in missions 2 and 3. Some text descriptions have been changed.
Version 1.2 : The starting garrison in the second mission has been strengthened. Minor AI tweaks in the fifth mission.
Version 1.3 : Fixed a bug with victory conditions in mission 1. (It no longer matters which hero assaults the town)
Version 1.4 : Fixed incorrect artifact transfer functionality. Added explanatory text in mission 2.
Version 1.5 : Added difficulty scaling in the second mission (Higher difficulty means the AI arrives faster) and changed the starting bonus.                           Certain artifacts have been banned.
                     Fixed a bug in the third mission where buildings were not destroyed after a choice was made. The final boss has been strengthened.
                     Added explanatory text in the fourth mission. Fixed bugs with the Necromancer town and lighting. Increased the amount of experience                       required for the ritual.  
                     Fixed a bug with hero hiring in the fifth mission. Kurak has been significantly strengthened.
                     The campaign installation order has been changed.


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5 years ago
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Awesome! We haven't had any campaigns in a while. With your permission, I'll consolidate the messages under the topics of individual scenarios from this campaign in this thread.
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5 years ago
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Yes, of course.
5 years ago
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Completed the campaign with a hero in 258 days (received a Thunderlord). Overall, I enjoyed the campaign; the enemies are strong (especially in the second and fourth missions), and there's plenty of room to maneuver and truly play. Among the drawbacks, I would note the presence of Astral Gates, which makes visiting tents in the second and third missions pointless (although they are necessary in the final stage). It's also a pity that the fifth mission ends with the killing of the main Orc, as there are places to explore and enemies to defeat (for example, the yellow one). In the same fifth mission, I really liked the idea of periodically appearing Necromancers, which adds a certain excitement to the game. In general, against the backdrop of the current card game chaos, this campaign stands out favorably, and I thank the author for that.
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5 years ago
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Thank you very much for the walkthrough. Regarding the Astral Gate, I think I'll fix that in a future version. I'm also glad that the Necromancer balance is good. The yellow computer is there to guard the dungeon. Completing the quest to destroy it unlocks an additional quest.
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5 years ago
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Playing as the red knights? Intriguing scenario names? Hmm... I should download and play it! 😄
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5 years ago
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Wow, that was unexpected. Now let's assess the author's efforts.)))
So, it started... was it intentional or not? The unicorns with their dancing with the wind (guarding the boots) absolutely refused to attack 40 archers)) They were being slowly taken down (the unicorns had almost a full stack))) ... and this is on Grand difficulty with AI?
**********The health of the griffon and vindicator was 1 unit)) file
********
Andrei_21, could you provide a version with a slightly tweaked difficulty level? file
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5 years ago
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You must have encountered some strange dancers, raspisnoy. By the way, regarding the more complex version. You came up with a great idea. I think I'll create a hard version soon.
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5 years ago
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I didn't change anything about the astrologers. Oh, those Nival restrictions...
In reply to Andrei_21
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5 years ago
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Andrei_21
I didn't change anything about the astrologers. Oh, these Nival restrictions...
Forget about them... what about the portal?
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5 years ago
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To activate the portal, you need to activate the altar near the starting town (this can only be done by Orlando). After that, a message will appear, and the portal will open.
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5 years ago
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Astrologers never change the week on Sundays; you should know that! wink
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5 years ago
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To be honest, }{0TT@6bI4, I never paid attention to that.
5 years ago
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The second one is still an absurdly strong opponent. The added garrison slightly improved the situation – the first attack occurred around the 2nd week, and the first mage was severely damaged, but the garrison didn't stop him. It's now the 4th week. I've already thrown 5 Colossi, 5 Rakshasa, 20+ Djinn/Mages, 50 Golems, a hundred Gargoyles, and three hundred Gremlins at him. The garrison also has another mage with 2 Titans left, https://c2n.me/4cEInV6. Where does he get all this meat? I have a hundred Gremlins and two dozen Gargoyles left. I can buy another 20-40 Golems, but they're basically useless. I had enough money to build, but not enough troops. Maybe I should increase the garrison's strength by 5-10 times so it can hold out for a decent amount of time? I even ventured out and took 3 mines, but he has them now. I need to sit back and defend. And it's not like he has a decent mage hero; he's just terrible. He has Herbalism and one arrow in his spellbook, and useless Sorcery takes up 4 slots. It doesn't prevent machines from falling, and Mentoring is somewhere far away. He has zero special abilities. The Demon is also struggling underground; he cleared out a bit, but his Fire Arrows are blocked by a starting skill.

Added 23 minutes ago
A couple of in-game days have passed since then, and he already has several Titans, several yellow Rakshasa, a group of Djinn, many Mages and Golems, and a horde of Gargoyles. I've already destroyed a ton of his units, and he still has more, and they're even upgraded, and it's only the 4th week, 3rd day. I have 160 Gremlins, 28 Gargoyles, 60 unupgraded Golems, and a useless hero. Not a great situation.

Added 14 minutes ago
And the extra fun is that a mine is located behind the garrison, so building is difficult...

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