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Posts from Walkthroughs for custom maps.

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Marlo_Stanfield, Good addition, Marlo, I will definitely let you know =)

It won't be difficult to test with the towers, but I'll have to work a bit harder on the breakthrough. I'm tired of checking the bug with invisibility, so I'm afraid I won't have enough time:D
In reply to wenwell
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wenwell
I'm sending various information to the author of Physmig for the upcoming update.
By the way, regarding the description of hypnosis in Physmig. Does it seem unclear to me, or is the situation with the effect of healing on a hypnotized unit described a bit confusingly? I mean, that hypnosis can be removed by targeted healing, but not by mass healing. Which is strange, because it turns out that pumping water is simply contraindicated to counter hypnosis. Perhaps this was intended, the question is in the wording and clarity. Also, the situation with the last step is not fully described.
In reply to Dandy
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Dandy
By the way, regarding the description of hypnosis in the game mechanics. Does it seem unclear to you how the healing effect works on a hypnotized unit?

I understand that this line is meant – “mass spells (including Healing) have no effect on it.”

I checked, and it turns out that Mass Dispel does remove the hypnosis. Healing works as described. Expert Healing does not work. I agree that this could be emphasized. Thanks for the tip :)

Also, from what I tested yesterday: 1. The AI casts Magic Mirror on its own creatures that are under hypnosis if there are no better spell alternatives. The hypnosis, of course, is not removed, but it's amusing. 2. If our creatures under hypnosis suffer losses, we can still restore them with the Sacrifice spell, even though they are in a hypnotized state. However, we cannot sacrifice a hypnotized creature. Resurrection also works on our creature in a hypnotized state. 3. Teleport does not work on an enemy creature in a hypnotized state, but we can cast Teleport on our creature in a hypnotized state. If this creature is teleported far enough away from us, the AI stops using it. If you approach closer, it starts attacking: https://www.youtube.com/watch?v=J2OCTAMhuGo&feature=youtu.be

So, if we have no alternative to remove the hypnosis from our creature, we can immobilize it by teleporting it away:D

And regarding the combination of hypnosis and the earthquake bug: https://www.youtube.com/watch?v=ZgHeAd6gwQ4&feature=youtu.be
In reply to DarkT1me
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Map: Ray of light

I completed the map in 24 months; here's a brief review.

The map is size L, but that doesn't mean you can rush through it. The map is well-filled with various objects, both visible and hidden, which will be difficult to find without the "view earth" magic spell.

There are few artifacts on the map, and almost all of them are extremely valuable. And you will constantly be short on gold. Starting from the middle of the map, after capturing 3 Castles, you will desperately need more troops and money to replenish your army. When you capture 1 bastion, you will be very disappointed because you won't have a treasury. It will be built automatically by month 9, and then you will have the opportunity to buy back all your troops.

Spells on the map are given sparingly and are specifically designed to kill the next hero, so all tactics revolve around these spells. At the start, you get teleport to the battlefield, then clone, and towards the end of the map, berserk. The author ignored the "forgetfulness" spell, leaving it to appear randomly in Castles, believing that all battles can be easily won without it. Unfortunately, this is not the case; forgetfulness is essential on this map, so if you're unlucky, edit the save file to the point where you have 5 Castles.
When you reach 5 Castles, you will face one serious battle. You will need to use the terrain and blindness to ensure your archangels survive.

The map has a "timer"; you need to kill the last hero within 37 months, and there are a couple of time-sensitive events at month 25 and 30, so there's no point in rushing on this map. You always need to accumulate troops and money with resources. Therefore, before each major battle, it is worth visiting all the temporary bonuses.
At the 5th and 6th Castles, you will first realize that tactics are not the most important thing in battle; luck is key (morale boost from your archangel, fear curse from your azure dragon, etc.). As a result, you can normally complete the 5th and 6th Castles with 800 and 4000 archangels, respectively. If you have fewer, you need to be incredibly lucky for all the stars to align and you don't die in the 2nd or 3rd round of the battle.

Overall, the map is excellent, but the moments when you have to accumulate resources and troops are very stressful and make you bored. The map is linear, but interesting due to its detail.
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DarkT1me, congratulations! I think that anyone who completes this map deserves at least a medal, if not an order, for their angelic patience in accumulating resources and troops, and for replaying battles countless times until luck finally favors them. What you wrote last time perfectly reflects my own opinion: even though "Heroes" is "chess + poker," map creators should strive to minimize the "poker" elements as much as possible! By the way, could you elaborate on the difficulties of battles with enemies after Nemesis? Does luck also play a key role there?
I got the "Forgetfulness" artifact (so, I was lucky). But I also got a bugged generation of weekly and monthly creatures: every week spawns an eagle, and every month spawns a lizardman or centaur. And I was constantly afraid that these creatures would appear in a place that would block the path forward. This hasn't happened yet (until the battle with Nemesis), and I haven't progressed further.
But in "Wayfarer," so far, luck doesn't play a significant role in battles, nor is it necessary to accumulate resources or troops for many months (at least, not yet, and I haven't finished dealing with Nella yet).
Воскресайте, камінні душі, Розчиняйте серця і чоло, Щоб не сказали Про вас грядущі: їх на землі не було…
(Василь Симоненко. Люди – прекрасні)
In reply to Marmot
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Marmot
DarkT1me, congratulations! In my opinion, anyone who completes this map deserves at least a medal for their angelic patience in accumulating resources and troops and replaying battles 100,500 times until luck works out. What you wrote last time accurately reflects my own opinion: even though "Heroes" is "chess + poker," map creators should strive to minimize the elements of "poker"! By the way, can you provide more details about the difficulties of battles with enemies after Nemesis? Does luck also play a key role there?
I got Forgetfulness (which means I was lucky). But I got a bugged generation of weekly and monthly creatures: every week is an eagle, every month is a lizardman (or centaur). And I was always afraid that these creatures would appear in a place that would block the path forward. This hasn't happened yet (in the battle with Nemesis), and I haven't gone any further.
But in "Wayfarer," there is nothing like that yet, where luck in battles plays a significant role or where you need to accumulate resources or troops for many months (at least for now, and I haven't finished with Nella yet).
Thank you! After Nemesis, the following heroes have a similar tactic: you need to survive with archangels and cast Blind on everyone. The first difficulty will arise with the hydra boss; he has a Sphere of Inhibition, so you need to wait for the archangels' Fear and Morale to increase, but I passed him quickly.
Then a couple of heroes are killed using the "cast Blind quickly" strategy (no one can compare to Nemesis yet). Then, when you get to Krag Hack, you will have to rack your brains because Blind doesn't work, but there is a Fire Field and Berserk (I caught creatures on the Berserk bug, and in the end, I got away with minor losses).
Then there will be a difficult battle with Luminar because of the cursed ground, and losses are inevitable; you just need to minimize them with the help of level 1 spells and increasing Fear.
After that, you need to collect all the composite artifacts and move on to the last 2 heroes. I killed the first, Hatess Moon, using the following strategy: I made sure that the archangels were not attacked in the first round, then I placed a barricade and hid the archangels, then I cast Blind on the titans and 2 creatures that flew to the archangel. And then, using the established strategy.
It is better to kill the last boss with 10,000 archangels because there will be no artifacts, and you can only rely on brute force and correct attacks. Good luck accumulating creatures and money (you can safely accumulate 100 billion first, and then attack Nemesis and continue).
In reply to DarkT1me
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I wonder if Limes Inferior can be completed at 200% if you start with the Logu and Perchi bonuses. It seems impossible to capture a village without snakes using the Bull, unless you get an incredibly lucky combination of luck and morale. And that would significantly slow down the progress. Plus, without the +8 attack bonus, the battles will be much more difficult.
In reply to Nasos
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Nasos
I wonder, is it possible to complete Limes Inferior at 200% if you choose a log and a pepper as your starting bonus?
Where's the rush? :D
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On the 5th-6th week, AI opponents arrive with 10 spell power and Chain Lightning; their attack must be survived with minimal losses. Again, the red and blue castles must be captured as early as possible. Also, the AI's Inferno must be killed by the 4th-5th month—otherwise, they might assemble a simply unstoppable fist. On normal maps, it would be easy, but when all magic schools are banned and spells are available only at levels 1-2 and without Blind, losses are inevitable. Log is not banned on the map, so the only bonus is in gloves against 8 atk.

Added after 2 hours 38 minutes
So, details on the "last" step, information taken from http://heroescommunity.com/viewthread.php3?TID=27539, rewritten here in my own words + supplemented with screenshots as proof:

The general rule here is as follows:
if your number of move points is between 100*k and 141*k, then a diagonal step costs the same as a horizontal/vertical one. This depends on nothing except k—the terrain movement penalty:
swamp 175%, sand and snow - 150%, rocks - 125%, all other terrain types - 100%
it is also reduced by pathfinding by 25% for each upgrade level, but k cannot be lower than 100%
a special case occurs if there is a nomad in the army and the terrain is sand. In this case, k=100% regardless of the pathfinding upgrade level.

Now the consequences:
1) The last step exists on all terrain types
For terrains without penalties, if 100<=move points<=141, then any hero with any army can make a diagonal step.
For terrains with a penalty and an insufficiently upgraded pathfinding level (regardless of the army), you can always make a diagonal step instead of a horizontal/vertical one. Also, note that after a diagonal step, there may be remaining move points sufficient for a step on a road.




2) If you have native troops but under-leveled pathfinding
a) For rocks, you need to have 125<=move points<=176 to be able to make a diagonal step. But at 141 move points, you would have enough for movement without a penalty anyway, and the maximum remainder would be 176-141=30, which is insufficient even for a step on fast roads, so it would reset to zero and you wouldn't notice the discount. Only at 125<=move points<=140 would you feel the last step—this is a small range, which explains why it's so rarely seen in practice.
b) For snow, the discount range is 150<=move points<=212, and there are two points here:
- at 200<=move points<=212, we get a discount on the diagonal step and spend 100 move points, but 100 to 112 move points still remain, and we can make another horizontal/vertical step. Thus, we observe the phenomenon of the "penultimate" step :) The range for observing this phenomenon is small, but it includes the value of 200 move points, so it may be observed quite often.

- at 150<=move points<200, during a diagonal step, we get a discount and are left with 50 to 99 move points, which we can spend on a step only if we have reached a road.
c) For sand with native units moving without a penalty—none.
As for the nomad—the mechanic with him is exactly the same as if you had advanced pathfinding upgraded only for sand.
d) For swamp, the discount range is 175<=move points<=247, but with the exception of the values, the snow features are repeated here—there is no last step, but there is a penultimate step. And it is exactly in the swamp that the penultimate step is discovered more easily and most often.

3) Diagonal step discount and roads
I repeat, for the discount calculation, it doesn't matter what the move points are spent on. The main thing is that their current value is within a certain interval. For terrain without penalties, this is 141-100=41 move points. For rocks 51, snow and sand - 62, for swamp 72. As is known, for fast roads a step costs 50 move points, for medium 65, and they do not require pathfinding!, which means that in some cases we can get a discount on a diagonal step for as many as two moves.
For example, you have 200 move points on a fast road on snow. Then
1) If you don't have pathfinding, you can make the first diagonal step on the road with a discount of -50mp,
you have 150 mp left—this also falls within the discount range and you can make a second diagonal step with a discount, and the remaining 100 mp will be spent on two horizontal steps. Total of 4 steps in such a road configuration


2) But if in this situation we place a hero with basic pathfinding, then our hero will only make 3 steps:
1st diagonal step at 200 mp—does not fall within the 125-176 range, so the step cost is 70 mp
2nd diagonal step at 130 mp—falls within the discount range, 130-50=80 mp remain
3rd step: there are only enough move points for one last horizontal step.
Thus, there are situations where pathfinding can ruin your logistics on roads!


And for reference, the maximum move points we can save is 26+72=98. If in a swamp on medium roads, for example with 247 move points, we first make a diagonal step on the road, and then with a penalty—a diagonal step off-road.
In reply to Dandy
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Dandy
Around weeks 5-6, computer-controlled players will appear with 10 spellcasters and bolts. You need to survive their attacks with minimal losses. Again, you need to capture the red and blue castles as early as possible. And you need to eliminate the Inferno computer-controlled player by the 4th-5th month – they can assemble an almost invincible force. It would be easy on regular maps, but when all schools of magic are banned and only 1-2 level spells are available, and without Blindness, losses are inevitable. Loga is not banned on the map, so the bonus is only in the gloves against 8 attack.
I had an idea to level up Tazaru, Eye of the Eagle, to learn magic from the computer-controlled players, but it's not very useful there. Perhaps the cow strategy isn't so bad because we can capture the blue and red castles a week earlier, gathering growth there. But it's difficult to assess the prospects at a glance.

Thank you for the information on the last and second-to-last steps. Much of it was already known, but now it's all structured and in precise numbers. The last screenshots with pathfinding and the road were surprising.
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Dandy, Oh! The question of translating this information was raised recently. It will be useful for Fizmig =)

Regarding map walkthroughs and logistics. There's a map called Raid on Wech by the author Ira the Mage, which can be completed in one day using this trick: http://heroescommunity.com/viewthread.php3?TID=27539&pagenumber=18

Or here's another one, also a Chinese test map: https://ru.files.fm/u/2nwcskzf#_
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Passfighting is five)).
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Grammar Nazi detected, but overall, it's fine; "fighting for the path" makes sense in terms of meaning. Also, "t" is a voiceless "d," so the pronunciation is close.
With the limes and the starting bonus, you can try fighting the bulls a week earlier. But within this concept, you need to reclaim the boots and break through the blue garrison a week earlier as well. In both cases, the battles are quite tough, and there were significant losses. Here, you'll have to conduct these battles with the same army (+starting bulls), but with lower attack. The losses will be noticeably higher, but by how much? It's hard to estimate.
The bulls are not as bad a bonus as the peppers, but by the time of the boots and garrison, it's no better than attack. And the 1-week growth is still weak compared to the stats.
In reply to Dandy
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Dandy
With the starting bonus of Bulls and Lime, you can try fighting a week earlier. But within this concept, you need to capture Boots and break through the Blue Garrison a week earlier as well. In both cases, the battles are quite tough, and there were significant losses. Here, you'll have to conduct these battles with the same army (+starting Bulls), but with lower attack power.
It's the same, but not quite. On day 141, I had 7 Vipers and 25 Bulls. Still, this is a decent stack, considering the ability. Plus, if you capture two Blue Swamps a week earlier, you can also get more troops from there. I think by day 211, it will be possible to break through the Blue Garrison. (But I'm not sure). And once we gather about 100 upgraded Bulls, we can start killing Orange Garrisons and completing quests that will significantly strengthen us.
Dandy
The losses will be noticeably higher, but by how much? - yes, it's hard to estimate.
Bulls are not as bad a bonus as Peppers, but by the time you capture Boots and the Garrison, it's no longer better than attack. And further on, a 1-week increase is still weak compared to stats.
Over a multi-month period, the attack bonus should, of course, overtake the army, but we need to maintain the pace :smile14:
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For 211, a blue garrison and boots – it’s unlikely, but it’s worth a try. Besides the loss of attack from the starting bonus, you also lose the sword with 5 attack from the red hero, which seems like too much of a stat loss. And the shield from the blue wouldn’t hurt either. Another factor is that the main damage-dealing stack consisted of dragonflies under Blessing, which often allowed for one-shot kills. With the bulls, the battles will be completely different. And don’t forget about the boots; there’s a lot to cover and it’s a long distance. It’s best to take them out before reaching the garrison.
But, honestly, I’ve already lost track of the conversation. Do you still want to try to get through the limes with the starting bulls? In that case, you would be a pioneer. But in my case, the conditions are already perfect, and it’s not necessary to complete the entire map to save time.

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