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And if possible, could you give me some hope? Is there any way to obtain and learn the "Resurrection" spell? Just, is it even possible? I played through as a Warlock, relying solely on regeneration, and now I'm playing as a Knight, and it's starting to get on my nerves:D
Added 20 minutes later
I think I found a bug, take a look:
1) Follow the Demon path, i.e., obtain the Grail (Tear of Ashi).
2) Collect several pieces (I collected 10) to figure out the location.
3) Max out the Ashi's blessing in the luck branch.
4) Go to that location; it's a bit strange, and dig up the tear (I think the author understands how I dug up the tear).
And after all these actions, nothing happens. I went back to the demon, and he didn't say anything. Is this a bug? What should I do with the tear?
Кто шарит в скриптах отпишите плиз:)
Jack_of_shadows
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Grimrock: Combat spells are almost universally available, with only slight variations depending on which mages were recruited to build the guild. The best ones are found in the Mage Guild building after it's constructed, including resurrection. The Mage Guild provides many benefits, including map teleports and good mercenaries, so it's beneficial not to leave it for last.
1) Follow the Demon path, i.e., obtain the Grail (Ash's Tear). 2) Collect several pieces (I collected 10) to determine the location. 3) Max out Ash's blessing. 4) Go to that location; it's a bit unusual, and dig up the tear (I think the author understands how I dug up the tear). And after all these actions, nothing happens. I went back to the demon, and he didn't say anything. Is this a bug? What should I do with the tear?
I was wondering if anyone would take this perk or not. The quest can be completed in the usual way: collect enough obelisks, remove the tree with the demon, and the quest will automatically be completed. It's probably possible to fix the bug in future versions by adding the perk to the list of prohibited perks (I forgot to do this earlier).
Grimrock
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Well, I hope that at least some of my help (and my searches) was useful.
Кто шарит в скриптах отпишите плиз:)
Jack_of_shadows
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Grimrock, unusual behavior, and hero development – it's perfect for testing. Right now, Remix is streaming a walkthrough of a map on YouTube, and he constantly encounters bugs due to this feature: you buy something in any store, the window closes, there's a slight delay, a message appears saying what was bought, a message appears showing how much was spent, another delay so you can read all of this, and then the store window opens again. But if you click on the store with your hero in the middle of these actions, the window opens as if twice – once from the click, and once as usual after the messages. As a result, the script's state machine crashes, and the wrong dialog content is displayed. At the same time, during the long time I've worked on the map and the several playthroughs during testing, it never occurred to me that someone would do that. This is the great power of an outside perspective.
Why sell spells when you can unlock the secret and learn a bunch of spells, including raising the dead? It seems like you should also add unlocking the secret to the blacklist for this map.
I suspect that this map was originally intended to feature a Necropolis faction, or maybe I'm just being silly -_- I decided to test something out. At the start, not far from Archild, there's a graveyard. The inscription there says that living creatures have no place there. So, using the console, I turned my hero into a Necromancer, and now I can turn living creatures into undead at the graveyard. Is that how it was supposed to be? Or did I find an unfinished Necropolis feature?
Кто шарит в скриптах отпишите плиз:)
dimtim
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it is enough to have a creature from the Necropolis army to use the Ghost ability. so the faction doesn't matter.
Why sell spells if you can unlock the secret and learn a bunch of spells (including raising the dead)? It seems like you also need to add unlocking the secret to the blacklist on this map.
It's simply a choice between fair options – spells are readily available and relatively inexpensive, so you can just buy them, or get the secret if you prefer. It doesn't affect anything. Raising the dead is also available for a small price if you choose to play as a dark mage-lich (the logic is – if you sympathize with necromancers, you get raising the dead). But forbidden skills specifically break a certain aspect of the game mechanics, which is different from the standard one in this map.
TTPOCTO-DEMOH
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I completed the map entirely on Hero + Extreme difficulty, but I still don't understand where the Dragon Wing Cloak is located. Could you tell me about it?
I decided to describe a couple of things that I didn't like: - Day 6 is incredibly annoying because it's night. It's so dark on the map and in the arena that you can barely see anything. You have to strain your eyes a lot (it would be better to make the maximum darkness on day 6 the same as on day 7, when it starts to get a little lighter). - Double-clicking when choosing/buying/selling items is annoying because the script doesn't have time to work and automatically sells the necessary items (it would be better to remove the option to choose an option with a double click so that this doesn't happen, or fix it somehow if possible). - In the special abilities menu, it would be nice to list all types of achievements and what they are for. Then the player would be happy to complete them (for achievement lovers). - In more complex quests, it would be helpful to have a more detailed description of what to do and where to bring things. - More attention should be paid to alchemy so that the player understands the importance of this activity. - The long walkthrough is a bit tiring towards the end. - You could make the main character's name hint at adventures, for example (Hiro) or any other, but that's a matter of taste. This name doesn't suit him, IMHO.
Everything else was good, especially the certain difficulty of the walkthrough up to a certain point, the variety of quests, the ability to complete a quest in two ways, alchemy, and special abilities. It turned out to be an atmospheric map, but not without some complaints from me in particularly difficult moments
Remix, thank you for your feedback. I watched the streams and didn't agree with everything in your approach to the walkthrough. :)
Essentially, this scenario came about from my love for the RPG genre and a number of its iconic representatives. I created it as a standalone game, using the heroes only as an engine. And I expected that my average player would play it the same way they would play any other RPG. To figure out the mechanics, experiment, and explore the world. You, on the other hand, ended up with a walkthrough for another map for Heroes - an elegant use of the game's standard features, and almost complete disregard for my innovations.
For example, to avoid wasting turn points, you changed your boots every day, took into account the correct position when collecting resources, etc. Instead, you could have: taken the Beacon spell to instantly move to any important location on the map, built a guild of mages faster, which would cover all corners of the map with teleportation in a couple of months, so that you could get to any point in just a couple of turns. And there is also a potion of turn restoration. You could argue that these possibilities were not known in advance, but if you prioritized exploring the map and completing quests, they would easily become apparent.
I really hate day 6 because it's always night.
This is unlikely to change. When I was implementing it, I remembered, for example, the in-game nights in Morrowind, during which, if it was also raining, I physically felt the desire to hide in some house and sleep until morning. This is my vision of realism in the game. You can simply skip these one or two turns, and if you are in a city, you can also take a break in a tavern. Of course, this is not customary in "Heroes 5", but I was creating a separate "RPG of my dreams" (where almost nothing depends on the time spent).
I hate double-clicking to select/buy/sell items, because the script doesn't have time to work and automatically sells the necessary artifacts.
I will try to fix this in the next version. The problem is not with the double-clicking, but with the fact that during the transaction animation, you should not click on the building; the dialogue with it will resume automatically when the animation is shown. I mentioned this a couple of times in the chat during the first streams.
In the special abilities menu, it would be nice to list all types of achievements and what they are for.
No, this was not customary in the games of my youth. Otherwise, they will no longer be achievements, but simply checkboxes: "You need to complete this." There are hints for some achievements in the bartenders' conversations. And many will open on their own if you just try to do everything and more. As a spoiler - order a drink every time you go to the tavern, and one day you will receive a bonus for this habit. Study and use at least for testing all runic spells and all chemical formulas - there is also a bonus. And so on.
In more complex quests, it would be helpful to have a more detailed description of what to do and where to bring it.
The logic is the same as for achievements - it is more interesting to find the solution yourself than to complete quests like an instruction manual.
More attention should be paid to chemistry so that the player understands the importance of this activity.
It seemed to me that when you are constantly showered with strange ingredients and bottles, cool potions are picked up from dead mages, and the monsters around seem to be too strong, this is the best advertisement for chemistry that can be invented.
If, however, this is a hint about the final boss, then it is not necessary to pre-pump chemistry; having accumulated a lot of elements, you can even prepare +100 attack and +100 defense with the first level, which will be enough for victory (advanced chemistry will only give greater potion power and the ability to brew initiative, health, compound potions, in short, what will allow you to tear the boss apart).
The long walkthrough gets a little tiring towards the end.
There is nothing that can be done about this; it just turned out that way. If you do not complete all the quests, then there are examples of walkthroughs in the branch that take less than 12 heroic months (1.5-2 times faster than the average).
You could make the name of the main character hint at the adventures, for example, (Hiro) or any other.
This is unlikely
atlant108
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"The Hero's Path" is undoubtedly one of the best scenarios. I would like to know: does the author plan to create a sequel or something similar?
Jack_of_shadows
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atlant108, in the fifth installment of Heroes of Might and Magic, there simply aren't enough possibilities within the game and my imagination to come up with something radically new. Repeating the same gameplay with a new storyline, landscape, and quests isn't very interesting (at least when playing solo).