Yeah, I think it was around the 10th month for me.
So why are you surprised by those difficulties you faced?! :)
New here? I'm Roha — want a quick tour?
Yeah, I think it was around the 10th month for me.
ATTENTION!
Major Update!
Dear friends, since the last update, I have been working on the map as much as possible and I want to share the fruits of my labor with you. This time the update is truly substantial. I won't say for sure that this is the final update, as it always seems that way, but it's heading in that direction. I have completed the map several times for all sides on "veteran" difficulty. Some minor technical issues were caught; for example, some monsters/resources were in the red zone in certain places, and impassability was discovered in others. All of this has been fixed. The balance has been significantly reimagined. This is where a substantial part of the changes lies.
I will try to briefly describe the changes in this version:
- A great deal of attention was paid to the friendly/hostile/wild monster parameter, which governs the monster's mood and desire to join the hero. Since most monsters on your territory will initially be from your faction, there was a significant lottery with randomness. In other words, 66 druids or 50 archers could suddenly join you. Or they might not join at all. This, in turn, significantly affected the balance. Now the randomness is strictly limited, and the number of monsters that can join is under control and approximately equal for all factions.
- The number of buildings in cities that need to be captured was reviewed and changed according to the time by which these cities can be captured by the player. In other words, if one player has the opportunity to capture a Castle earlier and another later, the latter's Castle will initially have a larger number of already constructed buildings.
The garrisons in the Castles were also adjusted.
- The number of gold mines was reviewed and changed based on balance considerations. Now, if all three factions have completely cleared and control their territories, they receive approximately the same amount of gold. Some randomness exists, as someone might get an additional, unplanned gold bag of +1k on the map, or someone might find gold in an abandoned mine, but overall the balance is maintained.
- A few more external hiring structures for units were added for the Inferno and elves.
- One of the main changes in this version:
The Tear of Ashan has appeared on the map. However, its location was designed so that only orcs can find it.
This is because orcs only have two cities instead of three. Practice has shown that additional gold mines and external hiring structures cannot fully compensate for the absence of a third city. That is why orcs now have the opportunity to find the Tear of Ashan, which balances the game and adds great variety.
- Bodyguard units have appeared for the Inferno and orcs. They join the hero at the very beginning of the game, don't miss them! For the Inferno it is the "Archdemon," and for the orcs, a squad of "Chieftains." This was done for a faster and easier start, as the monsters on the map are difficult.
The elves have no bodyguards.
- Dialogue has finally been scripted for the key monsters on the map.
Huge thanks to Ment for spending the time to write the scripts correctly.
These are the main changes. Additionally, in some places I changed the number or position of monsters to ensure that a strong unit doesn't stand in the hero's path before a weaker one. This happened in some places and was hindering the early game, as sometimes it was necessary to skip several turns to build up an army and avoid unnecessary losses.
Now the map has become more dynamic.
By the way, it turns out that fog does work on the map; it's just that if you open the fog of war, it's not visible, but when the hero sails into a place with fog, it's there. If you remember, in the first post, I complained that this effect didn't work.
The next big goal for the map is to make it Multiplayer.
If anyone knows how to do this, please write to me or do it yourself and post it.
In its current form, this map is more suited for multiplayer, as the map is interesting, while the computer always glitches and doesn't use most tactical moves/opportunities/advantages.
It would be great to play this map with real people.
I also tucked a mod into the map archive that I use to play this map.
This is a mod to improve the computer AI so that it takes necessary skills more often and uses them more frequently.
I also recommend a mod to change the appearance of Ents to the beta model and a mod to unlock heroes from the campaigns.
The map was tested on "veteran" difficulty. I tuned everything specifically for this difficulty, so don't say it's easy to play if you are playing on "war".
Thanks to everyone! !
Looking forward to your comments.