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Posts from Hill of the Dead

5.0 (3 ratings)
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3 years ago
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Title: "Hill of the Undead"
Map name: "Hill of the Undead"
Map type: scenario
Size: 136x136 (medium)
Dungeon: present
Number of players: 4 (1 x 2 x 1)
Main hero: Agrail
Map version: 1.2.1
Required: game version 3.1
Map author: IchGViji
Idea author: IchGViji
Forbidden spells: astral gate
Description:
Agrail learned that the Necromancers of Erathia had acquired a very powerful artifact. The Demon Lord decides to go to the borderlands of Erathia and acquire the desired relic as quickly as possible. However, Agrail is unaware that he is not the only one who has set his sights on the treasures of the undead lords...

From the map author: The plot of the map takes place a few years before the beginning of the Fifth Eclipse War, also known as the Gray Alliance War. The map tells about some episodes from the life of Agrail before he became Kha-Belekh's right hand and was sent to the Griffin Empire to monitor the future queen, Isabel.

The map does not contain mods, but for correct operation, it is recommended to play it on a "clean" version of the game.



I would like to express my great gratitude to users Andrei_21, Grigory Kovalev for their help with scripts and the map editor, as well as for testing the first versions of the map.


Versions

v.1.0 (06.12.2022)
- release version of the map
v.1.1 (04.01.2023)
- Grok's aggressiveness has been slightly reduced
- Kaspar has been slightly strengthened
- the dwarves' shield now guards a stronger army; for some of the relics, the army has been slightly reduced, but they are still strong and do not allow for a breakthrough in the early stages
- minor changes in cutscenes
- a number of other minor changes on the map
v.1.2 (26.03.2023)
- Kaspar has been strengthened; he has also been given his own combat script, which will make the battle with him a little more difficult
- the garrison of the main city of the orange player has been slightly strengthened
- the maximum level has been increased
- in the main castle of the orange player, a 5th-level creature upgrade is available: whether to use it or not is up to the player
- a number of other minor changes on the map
v.1.2.1 (16.07.2025)
- Kaspar's visuals have been changed - this was done to bring his appearance in line with what will be used in the upcoming scenario "The Sacred Tree". Kaspar uses developments from the NHF mod, for which many thanks to its authors. The final video of the map has been updated accordingly.
- adjustments have been made to the behavior of the undead in Kaspar's territory in order to prevent random undead stacks from joining the player's army - thanks to user Magnificent for pointing this out
- the type of trigger that activates the quest for the fire elementals has been changed - previously, the quest was activated by region; now, it is activated by touch, which should be more intuitive and understandable for the player
- now, all elemental mergers in the dungeon give only fire elementals for hiring
- a number of other minor changes on the map

Feedback and constructive criticism are welcome.
I wish you a pleasant game!








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3 years ago
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I’ll write another review if I have time. It’s interesting.
In reply to Вариматас
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3 years ago
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The design is very good, kudos to the author!
When I have time, I'll play it in the evening and see what the scenario is like.
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3 years ago
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Interesting, I should check it out!
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3 years ago
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The map is too difficult. At least, for the Hero. I approached it in different ways, but there was still no progress. Having at least two Brown Demon heroes always leads to significant losses, which are unacceptable. And the Brown Demon doesn't attack cities at all. It's also impossible to hold more than one city: the map design is such that while you capture one, you lose the others, even with skillful logistics. And there are four of them! As a result, the Brown Demon simply overwhelms you with numbers. But it would still have been possible to defeat him even on the first attempt if it weren't for the Orange faction with its ultra-aggression, which constantly has to be dealt with and which constantly inflicts losses. And it also doesn't attack cities. Although it can be exploited in several ways, the only reliable foothold for the player is the city in the Underworld. But the garrison blocks it. So, it's impossible to take it at the beginning. And the cherry on top: a simple plan to develop a strong hero with magic and succubi also won't work: Tier 3 spells are the limit, as is the hero's level 18. And the few powerful artifacts are too well-guarded to be targeted. The Elemental side requires a powerful army, a well-developed hero, and a lot of running around. The player doesn't have all of this at the right time. Otherwise, the map is decent. And if this is the author's first work, then it's generally excellent. The cutscenes are good, and the visuals are too. Except that the plot is very simple. P.S. It's quite possible that I just didn't come up with the right strategy. And yes, I thought about additional heroes. But there's a problem: there's no time to develop them. And there are no armies for them either.
In reply to AstralLein
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3 years ago
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AstralLein, thank you for the walkthrough!

That's right, this is my first work in mapmaking.
Regarding the aggression of the orange player's hero, in the early versions of the map, he was generally a pacifist who didn't bother anyone and just calmly smoked in his castle. That's why I tried to make him, as much as possible, an obstacle for the player. When I played through the map, I also experienced city losses.
As for the storyline, its development will be presented in future works.

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3 years ago
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Yeah, if I could just get through... for now, Agrail is doing well. Well, not exactly "doing well"... they can't defeat him, and he can't defeat anyone in these lands. I'll think about it. Maybe I can find a way to take down these annoying demons.
3 years ago
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Completed the map with a hero in 99 days (received a dragon). Overall, the map is decent, but it could have been better if not for the ridiculous limitation on the hero's development. It's not interesting to play when the limit is reached after a month of gameplay. I also didn't like Grog's behavior: as soon as you defeat him, he immediately respawns with the same troops and appears in the center after 3 days. The final Kaspar seemed weak. Perhaps he should have been made more active, for example, like the others. If this is the author's first map, the result is very good. Thank you for your work, and I look forward to new creations.
In reply to Antik
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3 years ago
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Antik
Completed the map with a hero in 99 days (received a dragon). Overall, the map is decent, but it could have been better if not for the ridiculous limitation on the hero's development. It's not interesting to play when the limit is reached after a month of gameplay. I also didn't like Grog's behavior: as soon as you defeat him, he immediately respawns with the same troops and reappears in the center after 3 days. The final Kaspar seemed weak. Perhaps he should have been made more active, for example, like the others. If this is the author's first map, the result is very good. Thank you for your work, and I look forward to new creations.
What was the overall strategy, if you don't mind sharing? How did you manage to defend such a large number of fronts and deal with such significant limitations? By the way, I think the main difficulty lies in the fact that the orange hero is Grog. Although his castle is relatively far away, a professional logistics expert can overcome the distance, especially considering that he respawns immediately.
In reply to Antik
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3 years ago
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Antik
Completed the map with a hero in 99 days (received a dragon). Overall, the map is decent, but it could have been better if not for the silly limitation on the hero's development. It's not interesting to play when the limit is reached after a month of gameplay. I also didn't like Grog's behavior: as soon as you defeat him, he immediately revives with the same troops and reappears in the center after 3 days. The final Kaspar seemed weak. Perhaps he should have been made more active, for example, like the others. If this is the author's first map, the result is very good. Thank you for your work, and I look forward to new creations.


Antik, thank you for the playthrough!

I will probably reduce Grog's aggression slightly. Kaspar will stay in the castle, but I will think about making him a bit more challenging.

3 years ago
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There are no secrets, nothing special, except that I actively used secondary heroes to distract Grok. While he was chasing them, my main hero had time to capture another castle and return to the center, where he finished him off for the umpteenth time. Obviously, logistics with open gates is a necessary skill. That's probably all there is to the tactic.
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3 years ago
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I must say that I haven't played the game for a few months because I've spent so much time on modding. Since I'm primarily interested in maps with storylines related to the official canon, I was very interested in your map, to the point that I translated it into Spanish so I could play it. I've completed half of the map, and I must say that, for me, it was relatively easy on normal difficulty. I think it's very well done. Excellent work!
In reply to xuxo
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3 years ago
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xuxo
I must say that I haven't played the game for a few months because I've spent so much time on modding, and since I was primarily interested in maps with a story related to the official canon, I was very interested in your map to the point that I translated it into Spanish to play it. I've completed half of the map, and I must say that for me, on normal difficulty, it was relatively easy. I think it's very well done. Great job!

Xuxo, thank you for playing!

I'm glad you enjoyed the map! I'd like to add that I plan to reflect the story of Agrail, in addition to this map, in some future works as well.

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3 years ago
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Very interesting. Let's test it now. A new author is always a welcome addition. Right off the bat, I'll say – the map loads instantly/is it optimized? Are there few scripts? I'm not sure, it seems to start with a script (noticed during the initial artifact generation stage). I'll play through it and give feedback.

Added after 9 hours 7 minutes
Too easy. Without diplomacy, you can annex half the map if you have the money. It's a good map, but lacks a challenge.
In reply to raspisnoy
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3 years ago
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raspisnoy
Very interesting. I'll test it now. A new author is always a welcome sight. I'll say right away – the map loads instantly/is it optimized? Are there few scripts? I don't know, it seems to start with a script (noticed during the initial artifact generation stage)... I'll play through it and give feedback.

Added 9 hours and 7 minutes ago
Too easy. Without diplomacy, you can annex half the map if you have the money. It's a good map, but it lacks a challenge.

Raspisnoy, thank you for playing through the scenario!

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