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Posts from Echoes of the Void

4.2 (9 ratings)

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RedHeavenHero
#31
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There’s definitely no restriction – I acquired the black magic spell from a mentor, and Alaric had it in the final battle (even without the skill). I don’t know where I got it – maybe from the dragons, maybe in one of the many castles, each of which has darkness, or maybe from some quest (as far as I remember, there’s only one quest from a paladin with a reward of a knight super-skill).
In reply to vasik
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#32
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Updated the map version to 1.0
Changes:
v1.0 (02/11/2018)
- Fixed a bug that prevented you from gaining bonus levels from the Sphinx.
- The Shadow can now also use the Charge ability.
- Fixed the ability to partially ignore the effect of Ishkabal's specialization.
- Glen and Jir have been removed from the tavern.
- Refugee camps have been removed.
- The Necromancer now has a path to the Dark Elf.
- Other minor changes.

Thank you AstralLein, elizbar1967, Gerter, HowDissapointing, Antik, lexxx778, GodRick, Mupy-Mup!, vasik for testing the first version of the map!

Added 2 minutes ago
vasik
Good scenario, I liked it.
When I first tried to pick up Sandro's cloak, I was very surprised by what was inside and how strong it was. So, after gathering an army and buffs (5 spirits, +13 luck, +10% health from map enhancers), with stats/equipment ( http://c2n.me/3RNKo9T ), skills - ( https://c2n.me/3RNKEfU ), army http://c2n.me/3RNKVNd. After the battle, I was expecting a battle like this ( http://c2n.me/3RNK9dV ), in which my archers were somehow recolored - even though I had a bow equipped, I only lost 1 attack. A Phantom would have helped in the last battle, which I forgot to learn in the cities, as any spell that costs mana would have been countered by Naadir's counterspell (I took Summoning for balance and banishment), but I won without a Phantom. I thought that since the hero is under a permanent counterspell, the creatures would be too, but they cast spells normally)

In the first battle, under the Ring of the Magi, the catapult managed to destroy two towers in the first turn :)

At the beginning, I almost lost, once after 2 attacks I survived with 5 peasants (not single units, in one slot, in a battle with full armies).

I don't know about the levels, I took 10 defense, it's more useful than 2 stats per level and 2 skills for "filling in the cells." I had 1 unfilled cell - an experienced commander, in battle = 0
Interesting build, unconventional. I'm glad you liked the map.

Added 1 minute ago
Mupy-Mup!
Is there a restriction for the "Vampirism" spell on the map, and if so, where can it be found, in the cities or in the store?
Vampirism can only be learned in the pyramid near the city of mages, and the spell can be learned without the Dark Magic skill.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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In reply to RedHeavenHero
#33
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RedHeavenHero

Added 1 minute ago
[/U]
Vampirism can only be learned in the pyramid near the city of mages, and the spell can be learned without the Dark Magic skill.


Oh, interesting spoiler. And how does the power of this spell compare (how much will it drain)? Can it be compared to spell power, Dark Mastery, or something else? What's the math behind it? In other words, is it worth investing in Dark Magic to enhance it? Because I'm always leveling up Twilight, with red griffins + readiness + vampirism.

I noticed that when performing the ritual to banish demons from a peasant hut, it doesn't always deduct 5 crystals. I've seen it deduct them, and then not deduct them if I replay. I thought it was glitching, but I checked.
In reply to Mupy-Mup!
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#34
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Mupy-Mup!
Wow, that's an interesting spoiler. How can we compare the strength of this spell (how much it will drain)? (e.g., compared to Spell Power, Master of Darkness, or something else... what's the arithmetic like? In other words, is it worth taking Darkness to enhance it?) Because I've been leveling up Twilight, with red griffins + readiness + vampirism.

I noticed that when performing the ritual to banish demons from a peasant hut, it doesn't always deduct 5 crystals. I've seen it deduct them, and then not deduct them if I replay. I thought it was glitching, but I checked.
The strength of Vampirism depends on the level of Darkness magic:
Without skill: 10% + spell power * 2%
Basic: 20% + spell power * 2%
Advanced: 30% + spell power * 2%
Master: 50% + spell power * 2%
Have you checked if the crystals are deducted after the battle with the skeletons or before? The crystals should be deducted after the battle.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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In reply to vasik
#35
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vasik
In the last battle, a Phantom would have been helpful, which I forgot to learn in the cities. Considering that any spellcasting would be countered by Naadira's counterspell (I chose summoning for balance and banishment), but I still won without the Phantom. I thought that if the hero is under a permanent counterspell, the creatures would be too, but they cast spells normally.

Not very familiar with the game mechanics - "Counterspell" is not a very effective ability, as it can be easily countered by wizards in the hero's army (of course, the hero himself can take on this counter, but in most cases, it is more beneficial to sacrifice the turn of a wizard unit and thus free up the opportunity for the hero to cast spells).
In reply to antonag07
#36
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antonag07
We are not very familiar with the game mechanics - "Counterspell" is not a very effective ability, as it is easily countered by wizards in the hero's army (of course, the hero himself can take on this counter, but in most cases, it is more beneficial to sacrifice the wizards' turn and, thus, free up the opportunity for the hero to cast spells).

What does this have to do with the game mechanics?

When fighting Naadir with Alaric, there is always an enemy counterspell active. I was convinced of this when I came with a small army. It is a scripted and personal ability, and it triggered at least twice when my wizards cast spells without any problems. As a result, the hero could only cast Prayer and attack the Archlich for 1/3 of his health, and he could also have cast Surveillance (if it were effective) and Banish (if I had it during my first visit), as well as any other abilities with 0 points, if any.
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#37
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vasik
What does technical knowledge have to do with it?

During the battle with Naadir, there's always an enemy counterspell active on Alaric. I was convinced of this when I came with a small army. It's a scripted and personal effect, and it triggers at least twice when my sorcerers cast spells without any problems. As a result, the hero could only cast Prayer and attack the Archlich, dealing 1/3 damage, and could also cast Foresight (if it were effective) and Banish (if I had it during my first visit), as well as any other abilities with 0 points, if any.
In general, the counterspell there is quite ordinary: it's a one-time effect and can be removed by whoever tries to cast a spell first – the hero or a sorcerer in their army. But Naadir occasionally reapplies it, so it may seem like it's permanent.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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In reply to RedHeavenHero
#38
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I played the version 0.9 map and completed it in 108 days. For me, this map became something like a "fight club" – my mind and heart disagreed. The map is well-planned, and the surface is beautifully drawn. There are dialogue scenes, some of which, especially towards the end, are simply fantastic. The minor flaws I noticed are not critical. The red flags didn't disappear after their destruction; the prophet near the city increases magic/knowledge for any hero who visits him (a cutscene featuring Alaric); there's a lack of a sanctuary near the castle (there are many enemy heroes running around, and there's nowhere to take your secondary hero, and constantly buying new ones is expensive). Overall, it has everything, but it doesn't feel engaging. I started, then stopped, tried again, stopped again, and finally, somehow, reached the end. I didn't like the main character and the adventures prepared for him. At the beginning, Alaric is very weak, and his development is like lifting a piano without an elevator to the 10th floor. Battles with AI heroes are an endless replay: the troops move quickly but hit weakly, and in return, they receive strong blows. Finally, Alaric reached level 16, I gave him 6 archangels, removed the rest, and now all battles are on autopilot. It doesn't matter who you attack; you just walk around the map, beating everyone without losses. This development doesn't add to the interest in the game. In addition, I don't trust heroes with a "speed boost" special ability. While exploring the map, I noticed that there are no pieces of the dwarven set anywhere, and my doubts became very strong. The battle with Naadir turned out to be darker than my worst expectations. The author showed with ruthless clarity the inadequacy of Alaric's main specialization. How can he "speed up" when the AI casts spells four times faster than the main character, and can cast "berserk" and "subjugation" almost instantly? There's no point in hoping for magic resistance with such an intense barrage of spells. The battle setup is a textbook example of "overpowering" Heaven. It's no wonder that there's already an example of an army composition for Alaric for this battle, consisting of undead. (The real Alaric is an inquisitor, a zealous servant – he would never fall into such heresy). After that, the split consciousness and the battle with the shadow felt completely natural to me because of the similar feeling. The heart easily defeated the mind. Thank you for the map, but I don't want to replay it.
In reply to Antik
#39
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I'm definitely starting a new map today.
In reply to 13га
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#40
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13ga
I played the version 0.9 map and completed it in 108 days. For me, this map became like a "fight club" – my mind and heart disagreed. The map is well-planned, and the surface is beautifully drawn. There are dialogue scenes, some of which, especially towards the end, are simply fantastic. The minor flaws I noticed are not critical. The red flags didn't disappear after the mine was destroyed; the prophet near the city increases magic/knowledge for any hero who visits him (a scene with Alaric's participation); there's a lack of a Sanctuary near the castle (there are many enemy heroes running around, and there's nowhere to take your secondary hero, and constantly buying new ones is expensive). Overall, it has everything, but it wasn't enjoyable to play. I started, then quit, tried again, quit again, and finally, somehow, reached the end. I didn't like the main character and his adventures. At the beginning, Alaric is very weak, and his development is like carrying a piano up a 10-story building without an elevator. Battles with AI heroes are an endless replay: the troops move quickly but hit weakly, and in return, they take a lot of damage. Finally, Alaric grew to level 16, I gave him 6 Archangels, removed the rest, and now all battles are on autopilot. It doesn't matter who you attack; you just walk around the map, beat everyone, without any losses. This development doesn't add to the interest in the game. In addition to this, I don't trust heroes with a "speed boost" special ability. While exploring the map, I noticed that there are no pieces of the dwarven set anywhere, and my doubts became very strong. The battle with Naadir turned out to be darker than my worst expectations. The author showed with ruthless clarity the inadequacy of Alaric's main specialization. How can you "speed up" when the AI casts spells four times faster than the main character, and can cast "berserk" and "dominate" almost in one turn? There's no point in hoping for magic resistance with such an intense barrage of spells. The battle setup is a textbook example of "overwhelming" Heaven. It's no wonder that there's already an example of an army composition for Alaric for this battle using undead. (The real Alaric is an inquisitor, a zealous servant – he would never fall into such heresy). After that, the split consciousness and the battle with the shadow became completely natural for me because of the similar feeling. The heart easily defeated the mind. Thank you for the map, but I don't want to replay it.
Thank you for your feedback.
I wouldn't say that Alaric's specialization is weak: in battles with Naadir during testing, the accelerated army sometimes defeated the undead in a few turns. And the onslaught is a nice touch. Taking undead troops, in my opinion, is just a strategy, especially since it's not encouraged in the battle with the shadow (undead troops are tripled).
The red flags above the mines are a feature of the behavior of a player who has reserved heroes. I don't know what can be done about it, or if it's even necessary? The player still doesn't walk around and doesn't take up time.
I might add a Sanctuary in the next version when there are enough changes to the map to make an update. Do you have any suggestions for improvement?

Added 35 minutes ago
GodRick
I really liked the scenario and the dialogue scenes using human and mage cities. How can I add them to the map myself and place creatures on them?
It's just long and boring: you have to move each building model one by one; the whole city doesn't want to be moved.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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In reply to RedHeavenHero
#41
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I've been playing for 2 months and 2 weeks now. The first month was incredibly difficult; I was stuck in the castle, barely managing to defend against the Lich and Raven. Now, things seem to be going better, and I can even defeat healers in the field. I've built and upgraded all the structures in the castle: archers, peasants, and swordsmen. The rest are not yet upgraded, but I have the castle, so everything is progressing quickly. I'm thinking of taking on the Demon on the 3rd month, but I'm worried that the Warlocks have become quiet. I'll keep playing. I need to make Alaric's special ability stronger, for example, by adding a speed boost, and mana units should arrive at the beginning of the week; the quantity depends on the level. Upgrades: ballista machines, potions (no fire arrows yet, but with shooting), light with storm wind, must-have defense with resistance, and logs. I knew it would be difficult at the beginning, and it was. Now it's easier. :smile26: Added after 1 minute I also have a question: what is this "surge," and where does it come from? And did you draw the splash screen image yourself, or how and where did you get it?
In reply to RedHeavenHero
#42
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RedHeavenHero
I wouldn't say that Alaric's specialization is weak: during testing, his accelerated army often defeated the undead in just a few turns when fighting Naadir.
I have two comments on this. First, I didn't say that Alaric's specialization is weak in general. He is very weak at the beginning and very strong at the end (Alaric level 16... now all battles are on autopilot.). I really don't like the complicated start (almost all reviews about this point say the same), and then there's a sudden shift in the game's difficulty on the map; the turning point for Alaric is getting level 6-7 creatures. Second, the specialization in a battle with Naadir is easily countered by a general "slow" spell. I would like to see that test where the Castle army defeats the undead in a few turns. My replay (there is no "slow" spell being cast) shows a certain manipulation of the result. There were battles where (usually) the first spell cast was "slow" (which couldn't be removed due to a counterspell), then almost immediately "berserk" was cast on the archangels and "subjugation" on the horses - resulting in a loss in a few turns. Developing a hero's specialization for 30 levels, and then not getting any bonuses from it in the final - is not appealing at all. In this battle, out of all the "light" spells, the most useful one is "antimagic," meaning we are destroying our own hero's specialization with our own hands.
Red flags. I don't know what can be done about this, or if it even needs to be done.
It can be left as is. It's not critical, but I would like a little more aesthetics.
Do you have any suggestions for improvement?
My main suggestion regarding the hero. Either give him some items from the dwarven set (at least a scabbard, a shield) to protect the hero's specialization, or change the specialization itself. Having additional bonuses in the form of "momentum" and "super-sight" are steps in the right direction. How can the Grand Inquisitor Alaric specialize in monks?
In reply to 13га
#43
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I agree about the Monks. They are weak, but if you improve them, they will become very strong, although improving them is not that easy.
In reply to Годрикова впадина
#44
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Oh, and one more thing. I was just thinking about it, and in the pre-final battle against Nadir, it seems normal that I fire 3-4 ballista shots at Ishkabal, and it shows that he has 2 hits remaining. Could it be that each arrow counts as one hit? Because it feels a bit unfair to waste an entire turn with the ballista just to deal 1 hit.
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#45
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I had abandoned this map some time ago, but now I decided to play it (as a hero). The beginning is extremely difficult; much depends on the skills you acquire. When trying to play without using artifacts, after a month, all victories over enemy heroes became Pyrrhic and inevitably led to defeat. With artifacts, things went much better. I quickly found a ranged attack skill and a +3 ballista with a tent, which allowed me to level up very well and quickly. However, constant attacks on the Castle prevented me from making a proper foray, so I only managed to deal with the Necropolis by the third month. Then I defeated the Demons and the Elves, which took a lot of time, so I only approached the final battle at the end of the sixth month. The battle with Naadir is like a simulator of standing in a strong defense, waiting for the archers to eliminate everyone. However, a significant element of randomness is involved here: the chance of a charge occurring and what the computer will cast. The more control spells Ishkibal casts, the lower the chances of winning. The battle with the Shadow is basically the same: stone skin + dodge and methodical elimination of enemies that come within range of a precise shot. Overall, I really liked the map – the plot, the difficulty, and the graphics (the Academy and Naadir's arenas are very beautiful). In every aspect, you can feel the author's exceptional skill. The map is also a treasure trove of useful scripts, which deserves special recognition:smile20: Battles: Naadir - , Shadow -
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