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And another question: how do I get to the very top corner of the dungeon, where the tower with ghosts and lava dragons is located? I've searched everywhere, even pulled out the big guy.
I don't have an editor handy to remember. Most likely, there's only an entrance from the surface.
Added 3 minutes ago Gerter
I've progressed further with my hero. I exited the dungeon, I'm breaking through the surface, and I'm slowly losing zombies. I'll head towards Chaos, luckily I have 18 spells at level 13 + I found a scroll with a chain lightning spell. I don't quite understand these random spawns of inquisitors, is this just a complicating element or is there some idea behind them?
In some areas of the map, creature squads will move every day and block paths to objects. If they are difficult to kill, you need to keep this in mind so as not to get trapped. There is a pattern in these movements.
I moved out, a red unit approached – I retreated to the Haven. For two weeks, I've been passing my turn – it's been hanging around nearby, within a day's travel distance. If this continues, I won't be able to defeat the neutral creatures because they also grow stronger each week.
I came out, a red creature ran up to me – I retreated to the Haven. For two weeks, I've been passing my turn – it's been hanging around nearby within a day's travel distance. Soon, I won't be able to defeat the neutrals because they are also growing each week.
Don't you have enough hero movement points to escape to one of the sides? You should have a 40-60% advantage if you took Logistics from the Sorceress at the beginning.
Completed with the hero in 76 days (archangel icon) https://imgur.com/a/ldmPb; the result can be significantly improved if you plan your path through this complex tangle of teleports in advance, but that's for later. Cool, dynamic, a chase—in my opinion, it was 100% successful; every move must be thought out. The finale also turned out to be tricky, but pyrokinesis and very hardy ghosts proved stronger :) (yeah, that's Rutger there, I just blanked for a moment)
The idea with the moving squads is not bad; a couple of times these guys popped up very inconveniently right when the enemy was on my tail, although they are cleared without any problems—inquisitors and demonesses mainly due to defense from bone warriors, and paladins because of their own stupidity related to one of the Chaos perks :)
Overall, I liked the map; of course, compared to the author's previous works it's not as epic, but in my opinion, it's just right for an opening Campaigns map.
And a couple of questions—this passage https://imgur.com/a/jt8nO was intended this way, right? There is no other way through, but this hole looks strange. And one more thing—Markel is now the chosen of Ashan and has been to the very core of Ashan; maybe give him a cooler special ability that affects the course of battle? Something like Arantir's avatars? Because in both previous campaigns, breakthroughs were essentially always built around the ГГ special ability, but here it feels like we're playing as an ordinary necromancer
I strongly disliked it. The entire point of the scenario is to escape from two invincible enemies, and you have to run in the right direction. Given the number of teleporters and other things, you figure out which direction to run in by trial and error. There's no time to complete the quests. What's the point?
The abandoned mine near the Dungeon gives me mercury instead of gold, so I won't be able to gather much gold for a mentor, I'll have to do without him (it's the only mine on the map, good luck to whoever it gives gold to). I took the red and purple tents, but I don't know where to go yet; soon I'll be breaking their garrisons after letting the Knight run around the first Dungeon a couple of times :) But I'm saving constantly so I don't get stuck.
Great hard map with chases... and the map is good. Like all the previous ones from this author. I completed it on War difficulty in 96 days, collected all the keys. Although I didn't even open 3 of them, I decided to rush to the finale... thankfully, the fire elementals and summoning helped. They gave me a goblin based on points. Well, never mind, I already know the path for the second time... I'll try it on Veteran difficulty. Thank you for the map! We're waiting for new ones... P.S. The abandoned mine in the dungeon also gave me mercury instead of gold, but these are all minor things, because on Utopia, you can get money from dragons and other places, and you won't even be able to spend it all ��
Here, if you look at the campaign, the most challenging part is the very beginning; the Warrior has just enough troops to be able to fight effectively.
If the start, up to exiting the first dungeon, were easier, then playing as the Hero would be more viable, especially since the difficulty selection primarily affects the battles up to and including the first garrison. If the number of troops at the start were made static regardless of the difficulty, then choosing a higher difficulty would only increase the AI's intelligence and the size of its army in the remaining battles, which would actually make it more interesting.
So, a couple of questions – is this passage https://imgur.com/a/jt8nO intended to be like this? There doesn't seem to be any other way to get through, but this hole looks strange. And also – since Markel is now Askh's chosen one and has been to the very heart of Ashan, maybe he should get a more powerful special ability that affects the battle? Something like Arantir's avatar? Because in the previous two campaigns, the hero's special ability was always the key to success, but here it feels like we're just playing as a regular Necromancer.
If it's possible to bypass the garrison there, then no, it shouldn't be like that. The idea is interesting, but I'm probably not going to change Markel's special ability.)
Added 4 minutes ago vadim_t
I didn't like it. The whole point of the scenario is to escape from two invincible enemies, and in the right direction. Given the number of teleports, etc. – you figure out which direction to run by trial and error. There's no time to complete the tasks. What's the point?
I try to make diverse maps. Here, the main difficulty is to quickly figure out the teleport system (and otherwise, the maps cannot be completed unless they have direct instructions on where to go) by trial and error, so as not to delay finding the exit and not fall into a trap by enemy heroes. Yes, there is only one exit, but you can move in any direction, and each playthrough is unique.
Added 2 minutes ago vasik
started as a warrior) recently successfully escaped from the trap at the Sanctuary, where I was surrounded.
The abandoned mine near the Underworld gives me mercury, not gold, so I won't be able to gather much gold for a Mentor, I'll have to do without him (it's the only mine on the map, good luck to whoever it gives gold to). I took the red and purple tents, but I don't know where to go yet, I'll soon be breaking their garrisons, after I let the Knight run around the first Underworld a couple of times :) But I'm constantly saving, so I don't get stuck.
The abandoned mine can give any resource except gold. By the way, just in case, developing diplomacy on this map is useless.
Added 7 minutes ago Годрикова впадина
I just used cheats to look at the map and immediately noticed a bug. You can pass by the 2nd human garrison without fighting, there's a big hole next to it.
Added 34 seconds ago Maybe put some stones there.
Added 3 minutes ago Download everything, in the final battle you can draw with the help of "Unravel the Secret".
Added 15 minutes ago Well, I ran through the map quickly, here's what I'll say: honestly, the map is disappointing compared to the previous maps, it's bad. First, the size. Second, the cliché dialogues, i.e., the final dialogue is interesting, but I already understand what will happen next. Sandro will be resurrected in mission 4-5. Third, the strange priorities of humans and demons – in my opinion, it would be more logical for them to fight each other, and if you get caught by anyone, they will finish you off. But they just run around the map, fight, and increase their stats. I really want this campaign to not only be for the Necromancer, but specifically to have at least 1-2 missions for the humans. Personally, I would redo the 1st mission about the humans, how they hold a strong defense against the demons and wait for something. And then somehow they lose to the demons or the demons lose to the humans, then the humans switch to another player, and you get Markel, and the last wave of demons comes out. That is, 2-3 demon lords come out, and demons just appear on the map. And Markel runs. I don't want to see all 5 missions only for the Necromancer. It's already boring to play as them, and playing as a Necromancer for 5 missions is a disaster. I would redo this mission into a map that is many times larger, as I wrote. You better make it longer but make it good, like the previous two campaigns! This is just my opinion.:smile30:
There should be a full campaign for each faction, there shouldn't be a bias towards Necromancers, humans, mages, or anyone else. At least, the campaigns for each faction involved should consist of 5 maps. Another thing is what size and how rich these maps will be
It would just be silly to focus all attention on the Marvel when people are waiting. And I think you'll agree that playing as Necropolis is a bit boring.
If it's possible to bypass the garrison there, then no, it shouldn't be like that. The idea is interesting, but I probably won't ask Marcel to make special changes.
Yes, it's possible to bypass it, and as far as I can tell, it's the only way to get out of that location, because the teleporters there create a loop (a one-way teleporter from this location leads to the mountain with the cyclops, from there a two-way teleporter leads to the location where the dwarf treasure is, and from there a one-way teleporter leads back to this location). Although, it's possible that I'm just not paying enough attention.
IMHO, at the start, Merkel should be given the Banshee's Wail ability instead of spiritual connection – before she can move out of the garrison, she's useless. The random triggering of morale when breaking through armored units is crucial. Eternal Slavery would also be more useful – an extra skeleton saved with its help is definitely not unnecessary at the beginning.
That's a very accurate observation; I personally found this morale system incredibly annoying, especially when it kicked in at the worst possible moment, leading to battles being lost without a chance of success.