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Posts from Walkthroughs for custom maps.

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8 years ago
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For such a specific map, it would be better to record individual battles and other non-obvious actions rather than stream it. A stream would likely consist of endless replays. Perhaps some modern authors are capable of creating a puzzle map of 3x3 cells that would require a week of real-time brainstorming. :)
8 years ago
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I remember being interested in watching Dandy speedrun Metataser. But here, the battles are somewhat different because they are of the type where you either win or lose; there's almost no need to strive for the perfect result in terms of losses or mana usage.

By the way, the map would also be good as a regular playthrough because it's not too long but interesting.
In reply to Dandy
8 years ago
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Dandy
After half an hour of trying to kill an angel with a troll, I got tired; one round wasn't enough to deal significant damage.

Have you tried shield+stoneskin+defend? Kappa
8 years ago
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Shield and Stone Skin – those were the first things I tried, and they require a different strategy.
The map will likely be completed quite quickly during the stream if I know what to do. Perhaps a similar map would provide enough material for a full-fledged stream.
But in any case, that's for later. Right now, I'm focused on creating a video clip featuring the three heroes. The concept could be very interesting, but the execution is currently lacking.
8 years ago
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Guys, help me out with some advice. I'm playing God Eater II (HD+, TurboSoD + SP plugin). Towards the end of the game, I started visiting the Tree of Knowledge, and due to a bug or a feature, my hero went from level 72 to level 100. Then, in one of the battles, the hero jumped straight to level 108. But after a few more battles, the hero became level 0. How can I bypass these bugs and finish the game? I just need at least level 88 to defeat the guardians. P.S. I tried disabling HD+ and the plugin, but the level still drops to 0. P.P.S. I edited the hero to level 99 using a save editor, and it seems to be working fine. Only the levels then dropped to 55, but that can be fixed again.

Added 18 minutes later
And what should I do after killing Lavia Mron (who stands on the cursed land, and you need to give the guardian a bunch of artifacts before the battle)? I just see a portal, but I can't reach it without flight or Angel Wings. After the kill, a Dungeon with the hero Motrurgaah also opens, but he seems useless, with no artifacts or magic. Maybe there's a bug in the map, and the author forgot to give this hero flight magic?
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8 years ago
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Cool, I still have a long way to go... But I like the map so far, and it should get even more interesting later.
The author warned about the danger of overflowing experience and skills in the first post of day 1:
Skills have their limits, if you've maxed your skills you will have to skip getting power ups, otherwise you gotta have bad days
Didn't SOD_SP help? That's strange.
You need to ask the author what to do next. His contact information is in the map description, but as I understand it, he doesn't check his email very often now, so you can write in the topic about the map on VK or under the video of the streams on Youtube (then he answers almost immediately). I repeat: since the author himself completed the map, there are no critical errors there.
Well, and ProspectorRT will always help you.
the Dungeon with the hero Motrurgaah opens, but he looks useless
He is not useless: the guardian of the passage in cell 2.8 requires this hero.
In reply to DarkT1me
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8 years ago
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DarkT1me
Guys, help me with some advice. I'm playing God Eater II (HD+, TurboSoD + SP plugin). Towards the end of the game, I started visiting the tree of knowledge, and as a result of a bug or a feature, my hero went from level 72 to level 100. Then, in one of the battles, the hero jumped straight to level 108. But after a few more battles, the hero became level 0. How can I bypass these bugs and finish the game?

You'll have to arm yourself with a calculator :) Information from the topic The Mapmaker's Thread.
Level Chart
Experience equals...
18500 - Level 11
99999999 - Level 59
999999999 - Level 71
1508362195 - Level 74
1810034207 - Level 88
2073739175 - Level 100
2099639276 - Level 108
2144641867 - Level 868
2146553679 - Level 3732
2146673313 - Level 5920
2147293156 - Level 6424
2147400657 - Level endlessly

The difference in the amount of experience between a level 108 hero and a hero that either levels up endlessly or resets to level 0 is 47761381 experience points, meaning that after reaching level 108, such a hero can fight 47761 Azure Dragons and remain at level 6424. No more experience can be gained. All subsequent battles can only be completed by fleeing. Accordingly, knowing the experience values required to reach a certain high level, you can plan such an increase through a specific battle/series of battles. You can also level up to the desired level using a sacrificial altar, if the hero is of a suitable class and is capable of sacrificing creatures.

Regarding the trees of knowledge: I haven't tested it myself, but it seems that after level 88, the level resets. I might be wrong about this.
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8 years ago
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Detailed information about extreme experience point values, including the causes of the bug (numerical overflow) and what will happen if a hero of level 75 or higher visits the tree of knowledge, can be found in the Physics and Mathematics Guide, in Russian. It also contains a complete table correlating levels and experience points.
Personally, I have never reached dangerous experience values and have not encountered such problems. However, I would advise that an overly powerful hero should not strive to gain more experience and should only fight when necessary.
In reply to Marmot
8 years ago
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Marmot

Didn't SOD_SP help? That's strange.
This is not the first map where SP doesn't help when experience overflows.
Marmot

It's not useless: the guardian of the passage in cell 2,8,1 requires you to have this hero.
The trick is that, having a Dungeon Lord, you simply enter the last Castle and get the victory because you killed all the opponents. =)
Marmot

I repeat: since the author himself completed the map, there are no critical errors there.
You can start the map as red or blue, but the last opponents are only blocked by the guardian for the red player. So, there are critical errors xD When you complete it, write how you got past Lavia Mron. I had to add a flight spell and then I finished the map.

Added 4 minutes later
I watched the author's video, and he has a flight spell at the end of the game; it's interesting where he got it.
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8 years ago
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It’s great that I started playing as the Red faction! :)
ProspectorRT suggests: The Flight spell is in a scroll at 78,65,0. The Dimension Door spell is in one scroll and 6 Pandora’s Boxes (all in the Dungeon). The Wizard’s Hat is at 0,7,1. There are no Air Magic tomes on the map at all.
What about cryptography? The author hinted at encrypted texts – how much do we need to understand their meaning? Maybe there’s important information there?
In reply to Dandy
8 years ago
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Dandy
I got distracted for a few hours by a map with a quick combat bug, which made it easier, of course. But personally, I don't like using bugs in maps, and a game crash during events is a clear bug. I consider game crashes to be unacceptable program behavior and a sign that I should abandon this unfinished version, rather than treat it as an Easter egg. That's why, by the way, I don't even want to deal with maps like bugrace. But I digress, since the bug can be bypassed with manual actions, I can play:
[...]
Considering the feedback, I'm making minor changes to the landscape so that these battles don't take place on water. I'm also using the situation to make the fastest victory a little more challenging. :)

The update may be released later today or tomorrow.

###########

SoD_SP doesn't prevent experience overflow; it just offers faster leveling – I think this is misleading compared to the original mechanic.
Trees give 0 experience above level 100.

The only thing I would consider is adding an option to cap at level 100.
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8 years ago
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Map Title: Ira the Mage
Version: normal
Author: Liu Xuelian
Downloaded: from the maps4heroes map catalog

It's time for this map. I can say that it's an outstanding scenario. Without a doubt, I consider Ira the Mage to be one of the top five maps I've ever played.

Usually, puzzle maps are of size S. But here, it's a full-fledged XL, designed for a very long and engaging playthrough. Among the map's features, I would like to note the following:

1) playing with one hero without taverns

The entire game revolves around one hero (Kirr, officially). There are no chains, army reinforcements, or running away and hiring new units. There is Sylvia in prison at point 1.79.1, but this hero is not needed for the plot, and I'm not sure if it's even possible to free her, as it would require flying, and the possibility of obtaining this ability is not obvious to me.

2) gradual increase in difficulty

The first few months are like a tutorial map, which requires the player to have basic knowledge of the game's mechanics. Mainly, it's about using the various features of different creatures in battles (fairy against gnome, harpy-witch against red dragon, etc.). I had associations with the old map, The Imp. A noticeable increase in difficulty occurs somewhere around the time you reach the anti-magic garrison with 5x800 halberdiers. Further puzzles are sometimes quite difficult and mind-bending, both in terms of battles and in terms of organizing logistics. It seemed to me that the peak of difficulty is concentrated precisely in the logistical puzzles.

3) the need to maintain a high pace

The map creates a deceptive impression of carefree gameplay, as none of the computer heroes threaten us. But aimlessly running back and forth is strongly discouraged. You need to constantly understand what and why we are doing. This is related to the specifics of the growth of creatures in the cities from which we will recruit our army, namely in the castle at point 89.22.0 and the inferno at point 136.86.1. In the first castle, only archers and halberdiers are available for hire, and in the second, only imps and hellhounds. At the same time, in the "normal" version of the map (there is also an "easy" version), in the castle on the third week of the ninth month, the growth of creatures is reduced to 8 halberdiers and 4 archers per week, and in the inferno, the growth completely disappears on the first week of the eighteenth month (you can get 1 imp through an outer dwelling, haha). So, one of the key points is to quickly capture these castles, especially the castle. I did this on the third week of the fifth month and the third week of the eighth month, respectively. If you delay too much, you will not have enough troops for further progress.

The green faction also has an inferno, in which, starting from a certain point, a level 7 building is built, and then the growth of devils increases. If you come to it too late, there is a risk of not being able to defeat it.

4) specific use of magic

There are many tricky battles on the map, so it is vitally important, among other things, to use such specific spells as "wave of death," "minefield," "quicksand," and "hypnosis." "Blindness" and "berserk" are given early on, but they do not create an imbalance in the gameplay; their usefulness will be in a few cases (this is despite the fact that we have expert-level fire magic). Another big plus of the map is that there is no "resurrection," and there will be battles with losses, so the most valuable spell will be "sacrifice." At the same time, you will understand that the most useful unit in the game for sacrifice is the peasant.

5) specific set of troops

As I noted earlier, the core of the army in the mid-to-late stages of the game will consist of halberdiers, archers, and hellhounds; in the very end, archdevils will be added. Imps and peasants are expendable, but they should be used wisely. We will also have 1 ifrit sultan. It is impossible to lose him under any circumstances. We will face a wide variety of armies, including, for example, large groups of ranged units (often in anti-magic garrisons or on cursed land) or units with high speed (phoenixes, azure dragons, archdevils), against which the battle will begin with all the stacks rushing into us. You also need to come out of such battles with minimal losses, so you will have to rack your brains, choosing the right troop compositions and making the most of the terrain of the battlefields.

6) specific logistics

The logistical tasks are sometimes very complex, but a little easier than in The Last Crusade. They involve highlighting the necessary cells, crossing long distances through water, including stopping on the way for events, and knowing the features of embarking and disembarking on ships. But the most difficult thing is managing the computer's turns. There will be moments when you need to neutralize enemy heroes without the ability to kill them. This is where your head will really spin.

7) abundance of text

I haven't encountered maps with such a large amount of text. The author has exhausted the limit on events on the map, so additional text is placed on the passage guards. As far as I understand, almost every step we take is commented on by the author; there are some puzzles in the text, the answers to which will help us find non-obvious things (in particular, an Easter egg – a line for collecting the legion statue to obtain the grail; I did not complete it). For a non-Chinese speaker, the best helpers will be a prospector and a map editor. I suspect that playing this map without understanding the text is even more interesting to some extent.

Among some important points for completing the game, which are probably reflected in the text, I note that 2 gnomes should be given to the nearest quests immediately, and the 3rd gnome will be later; the hero with phoenixes, gold dragons, black dragons, and armageddons can be killed without losses; there is a suitable terrain, although it seems at first that there isn't.

Also, thanks to this map, I learned some new game tricks for myself, in particular:
- destroying weak melee units may be a higher priority for the computer than destroying ranged units;
- the computer may be afraid of burning, even when its consequence is our death and zero losses for the computer;
- the computer goes into anti-magic garrisons, even when it is then unable to get out of them.

In the screenshots, I have attached the number of troops at the time of victory. The playthrough was completed on 19.4.2. This time can be reduced by a month or two, but not much more. In general, it is the most time-consuming map in terms of gameplay time; even Ray of Light takes less time to complete.
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In reply to Marmot
8 years ago
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Marmot
It's great that I started playing as Red! :)
ProspectorRT suggests: Flight is in a scroll at coordinates 78, 65, 0, Dimension Door is in one scroll and 6 Pandora's Boxes (all in the Dungeon), and the Wizard's Hat is at coordinates 0, 7, 1. There are no Air Magic tomes on the map at all.
And what about cryptography? The author scared us with encrypted texts – how much do we need to understand their meaning? Maybe there's important information there?
The text doesn't really matter; sometimes it seemed like it was a translation from Chinese, haha.
I didn't see the Flight spell, thanks, so it's obtained with Angel Wings. Although the author shouldn't have done it that way; it would have been better to give the hero the scroll in the dungeon, which would have supported the logic of the recent events. Otherwise, you don't have to kill 3 orange enemies, take the Castle, and win in a week.
Also, from what hasn't been found:
1. Where do you get 7000 Devils to exchange for Seer's Huts?
2. Where do you get 9 Lucky Clovers? Or did the author want us to cheat and give 7, not 8, Clovers for 1 Guardian, using a bug?
3. What's the point of the Grail here? You can dig it up with Angel Wings, but it's almost useless now.
In reply to Marlo_Stanfield
8 years ago
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Marlo_Stanfield
...At the same time, in the "normal" version of the map (there is also "easy"), in the Castle on the third week of the ninth month, the creature growth is reduced to 8 halberdiers and 4 crossbowmen per week, and in the Inferno, the growth disappears altogether in the first week of the eighteenth month.
I haven't played this map (and I'll only watch it on Chinese YouTube), so I'll ask: how is this technically implemented?
Marlo_Stanfield
7) abundance of text

I haven't encountered maps with such a large amount of text.

And here I felt a bit offended :)
8 years ago
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I should continue playing as Iru. I stopped in the snowy area where we get the teleport from the Sanctuary.

Besides the hero portraits, the map also has this special design: https://imgur.com/a/PrtVHI6

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