Skip to content

Posts from The Price of Love Auto-translated

4.5 (11 ratings)

Map details

Category
Map
Map type
Scenario
Map size
M
Author
AstralLein
User Avatar
#46
Auto-translated
well, Jessica has Chaos Dampening, which has all sorts of consequences, meaning that the additional cold damage will also be weak. only the defense reduction from the perk helps somewhat.

I was making a classic fire gnome with pyrokinesis + lucky wizard. under the sign of fire, this is extremely powerful, but not against this woman)
Okay, I'll give Lorik runes and necromancy.

and that's great, yes. it will solve the problem of Colger's unsuccessful build.
Нет войне.
In reply to Годрикова впадина
#47
Auto-translated
The dwarf has roughly equal stats, but with the help of artifacts, you can get a maximum of 25 attack. But even so, it will be slow; it's easier with any magic.

Added 2 minutes later
Well, that's the point: summon a phoenix, cast cold, and attack with the phoenix and - stack. If there's no phoenix, you can use fire warriors.
User Avatar
#48
Auto-translated
yes, I will most likely replay it that way, but it might also work to weaken Jessica by using beetles and Death Knights.
Нет войне.
In reply to Gerter
#49
Auto-translated
I started playing, but I hit a dead end on my first try. I wasn't ready for that blue army to appear. Here are some preliminary observations. Yellow and green – these are strange characters. Their behavior and the spells they use are odd. These heroes don't attack castles, they don't engage the main hero, they just hang around and hunt my weak heroes. The green hero didn't disappear even after a week, even though he was left without a castle. The yellow hero appears so unexpectedly and so close to his own castle, blocking access to it, that I had to restart the game to get at least one hero to defend it. That's not good. (I don't want to be distracted and have to send the main hero back just for such a minor thing.) The main one who suffers in this situation is my brother, the gnome necromancer. I can't afford to lose him; he doesn't really have an army, and there's nowhere to retreat to. The place where he appears is a real trap. Something needs to be changed in this setup; maybe add a safe haven. I don't like hybrid heroes. I just can't understand why a gnome needs necromancy. There are three castles, enough for several heroes, and I don't see the need for raising the dead. It would be better to give him "dark magic" and "sorcery" from the start. I saw a lot of "dark magic" spells in the cursed castle; I don't know if it's just a coincidence or if it was intentional. I think that will be enough to defeat the blue faction.
User Avatar
#50
Auto-translated
The behavior of the yellow AI has been fixed. In the next version, it will strictly focus on attacking the castle. I noticed this a long time ago.

Players here don't die from a lack of castles, including the human player.

Well, the green AI acts as it pleases. But it is usually noted for its aggressiveness.

The gnome-necromancer in this version is a burden, there's no arguing that. I fixed it. In the next version, it will have runes and necromancy, plus significant stats. It will perfectly replace the main hero if he can't defeat the blue AI due to leveling up. But I agree. Here, it's a burden. But, as I said, I've already taken this into account and fixed it. Necromancy can be useful if you decide to lead an undead army under its command.

Darkness in the green AI's city is normal. The city's orientation is like that of a Necropolis.

Here are some questions for you:
- Who threatens Lorik? In principle, if the necromancers are defeated, then he has nothing to worry about.
- What does "strange spells" mean?
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
In reply to AstralLein
#51
Auto-translated
AstralLein

Such questions:
- Who threatens Lorik? In principle, if the undead are defeated, then nothing threatens him.
(He is definitely not threatened by anything.) Both yellow and green factions threaten him. When Lorik appears, both rush to him. I captured the castle of the green faction and left a guard. He did not attack my hero, and I did not attack him – we simply went our separate ways. The yellow faction retreated from my hero and did not pursue him.
- What does "strange spells" mean?
The green faction casts a single-target "evasion" spell until it is applied to all stacks, although it seems to know something from "darkness." The yellow faction casts "freezing cold," and it seems to do so without magic – very rarely. If you attack him with a hero, the battle will last for two turns – it is not necessary that any stack will take damage. If you provoke the yellow faction to attack a castle, it will not have enough strength to destroy even the dwarves in the watchtower with this spell (which is what the yellow faction does during a siege)
User Avatar
#52
Auto-translated
Ah... I understand. During all the tests, both yellow and green were defeated before they could take their second town. Moreover, the aggression of the latter usually didn't allow it to survive. And yellow is extremely weak in this version.

Dodging is a very strange behavior for green. Usually, it casts (during all tests) high-level spells of Darkness (if they appear in the castle), low-level Chaos spells, plus Fist of Fury and debuffs (at a low difficulty level, most often). I've never seen it dodge. It can't even appear in its castle, as it only has Darkness and Summoning spells there.

Yellow should behave this way. Plus, it also has the Resurrection skill. In the tests, it defeated many cold-resistant units if it touched the hero's stacks.
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
User Avatar
#53
Auto-translated
I’m probably very stupid or inattentive, but what do I need to do so that the game doesn’t register a defeat after winning against Kirdan? By the way, I didn’t replay the beginning; I defeated Jessica with Lorik on the Darkness difficulty and continued playing with him. Everything was easy before the battle with Kirdan, but the final battle itself is not easy; the game doesn’t forgive mistakes .
Attachments 2
2 files attached • Total size: 670.9 KB
Нет войне.
User Avatar
#54
Auto-translated
The final stage has a tricky part. Nothing unusual. (I provided more details in a private message). Thank you for the replays.

Added 8 minutes later
If needed, I wrote to you, Gerter, in a private message about how to get a good ending.
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
User Avatar
#55
Auto-translated
Thank you, I finished it, although due to the mercy shown, I had to replay it once:)

Overall, I liked the map, especially the plot and cutscenes. The balance of enemies is also good, but the neutrals could be strengthened. And all sorts of new units, heroes, and artifacts are always great, although the red clover is essentially useless. I will definitely be waiting for the sequel).
Нет войне.
User Avatar
#57
Auto-translated
well, either execute or pardon, but what about the third option? when you immediately kill the traitor and lose?
Нет войне.
In reply to AstralLein
#59
Auto-translated
Finished playing the map, “hero,” 77 days. Some parts were interesting, some weren’t, but it was fun to play. I especially liked the ideas behind the map. Thank you to the author for that. There’s a longer list of criticisms. I didn’t like the main character – Lorik. He should have been either a normal gnome or a regular necromancer. There’s no point in mixing necromancy with runes or gnomes – the number of stacks in skills is limited, and something important for each race will inevitably appear. This also applies to the mentor’s location. He’s needed in the gnome lands, towards the end of the map, but even there, his usefulness is minimal. The cursed Castle turns out to be almost useless in terms of gameplay. The main increase in troops there comes from vampires, and they are the most cost-effective combat unit. But there’s nowhere to upgrade them throughout the game, and Lorik raises at least a few higher-level vampires. By the end, you have two weak, disparate stacks. The curse on the Castle is removed with a nuclear explosion, after which it’s impossible to rebuild it in the remaining time, and you can’t get a significant increase in troops. Removing the curse turns out to be a double mistake because of the loss of income-generating buildings. In the dungeon, you can free the necromancer Giovanni, without an army or artifacts; I couldn’t even think of what he’s doing there. The ending is unclear. The Empire’s troops are destroyed before they even arrive, Kirdan is defeated, but this is considered a loss. I didn’t like the large number of different merchants. This isn’t Heroes of Might and Magic; it’s Heroes of Buy and Sell. There’s a lot of text in the dialogue scenes. The heroes just talk, talk, talk. It’s like a talk show.
In reply to 13га
User Avatar
#60
Auto-translated
13ga
I finished playing the map, “hero,” 77 days. The gameplay was sometimes interesting, sometimes not, but it was fun. I especially liked the ideas behind the map. Thank you to the author for that. The list of criticisms is longer. I didn't like the main character – Lorik. He should have been either a normal gnome or a regular necromancer. There's no point in forcing necromancy onto gnomes or runic magic onto necromancers; the number of skill stacks is limited, and something important for each race will inevitably appear. This also applies to the mentor's location. He's needed in the gnome lands, towards the end of the map, but even there, his usefulness is minimal. The cursed Castle turns out to be almost useless in terms of gameplay. The main troop increase there comes from vampires, and they are the most effective combat unit. But there's nowhere to upgrade them throughout the game, and Lorik only slightly improves higher-tier vampires. By the end, you have two weak, disparate stacks. The curse on the Castle is removed with a nuclear explosion, after which it's impossible to rebuild it in the remaining time, and you can't get a significant troop increase. Removing the curse turns out to be a double mistake because of the loss of income-generating buildings. In the dungeon, you can free the necromancer Giovanni, but he has no army or artifacts; I couldn't even figure out what he's there for.
The ending is unclear. The Empire's troops are destroyed before they even arrive, Kirdan is defeated, but this is considered a loss. I didn't like the large number of merchants. These aren't Heroes of Might and Magic; they're heroes who just buy and sell. There's a lot of text in the dialogue scenes. The heroes just talk, talk, talk. It's like a talk show.

Unfortunately, in Heroes 5, a town can't be rebuilt in any other way. But there's also a +6 bonus to the growth of thanes. Plus, a rebuilt town has no restrictions on rebuilding.

The mentor is intended to change the build at the end of the game if needed. The map isn't focused on the mentor, but if the player desperately needs a different build for the final battle, it can be useful. Theoretically, it's more of a formality.

In the end, I gave Lorik both runic magic and necromancy. But it should be noted that, in terms of class, he's a necromancer. He just looks like a gnome. Regarding the vampires: they are limited to a basic upgrade to weaken the final strength of the green faction. It would be much harder to defeat them if they were fully upgraded.

Giovanni has all the high-level Dark magic spells. If you get the training through the mentor, it will become clear why he's there.

There are several endings to the map. This is a bad one, and it's the one that players get most often, for some reason.

Well, some people like extra quests and dialogues, and some don't. It's a matter of taste.

Thank you for the feedback!;)

Added 2 minutes ago
And special thanks for the replays.
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"