Posts from Echoes of the Void
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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
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
Added 1 minute ago
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?
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога
Существа NCF
Орден Порядка: 1
Нейтралы: 1 2 3 4
Added 1 minute ago
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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.
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.
Without skill: 10% + spell power * 2%
Basic: 20% + spell power * 2%
Advanced: 30% + spell power * 2%
Master: 50% + spell power * 2%
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога
Существа NCF
Орден Порядка: 1
Нейтралы: 1 2 3 4
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).
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.
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.
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога
Существа NCF
Орден Порядка: 1
Нейтралы: 1 2 3 4
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.
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
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?
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога
Существа NCF
Орден Порядка: 1
Нейтралы: 1 2 3 4
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.
Red flags. I don't know what can be done about this, or if it even needs to be done.
Do you have any suggestions for improvement?