Sir Lock should need to be defeated as well, he has stated such in many places. Another oversight :)
Posts from Walkthroughs for custom maps.
Difficulty: It's hard to say, as I haven't played through all the battles in the final version myself. I'm sure Marlo knows better, or those who play/try it will.
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random(0,1)
Realy? /attachments/55517/>
Technically 50/50 but RandSeed gets stuck so you tend to get same result from similar actions; similar to how PLAGUE or month of the "..." would always pop up.
It's in the code, here - Result = 0


Result = 1


@wenwell
Cool map, checked quickly!
If you don't mind, what are bugs you need that are prevented by HD+ and not restored by SoD_SP? I could look for them before v1.15 is ready.
You can pm if you prefer to avoid spoilers for others.
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Disasm is not similar to Ida pro. Why not?
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32bit-likely disasm
Using negative creatures as guards is a great idea; I hadn't thought of that before :smile12:
It will be added to the editor!
This idea was previously discussed here:
#1923
It’s interesting, but you can do this in the standard editor. Just type a negative number into any text field and copy it into the input string in the properties of the message timer.
It’s strange that no one except the author of this map came up with this.
Random function by nwc coders? lol
Added 2 hours 24 minutes ago
Disasm is not similar to Ida pro. Why not?
Added 3 minutes ago
32bit-likely disasm
msvcrt's rand function
It's also used in mapeditor for example.
IDA is big and clunky, I only use it for big jobs. OllyDbg is faster for small jobs like this.
@Alexandr Z
Yes, I am aware, I have been using it as town events for a few years - just far from finishing :smile52:.
When I tried using it for army purposes specifically (on hero), the game has a check that the number > 0, and negative stacks don't show up. I had assumed it was the case for all army-types without testing, now I know better)
It's hard to test everything, not enough time!
From the collection at heroesportal
The map is designed for 1 player. In terms of style, it's an RPG map. You start with several heroes, but 3 of them die on the first day, leaving you with only the main hero. The death of your main hero won't end the game, so you can switch to another hero later, but specializing in speed is crucial, and you're unlikely to change your main hero.
You start with almost no troops, and throughout the game, you'll gather troops bit by bit. Even at the end of the game, you won't have legions (10 archangels/7 dragons and a small number of other units).
The map is very well-designed, with signs and events with a storyline appearing everywhere (reading them isn't necessary and won't affect your ability to win). On the map, there are AI opponents around you with huge armies, and you'll avoid most of them, planning your logistics to get from the garrison to the sanctuary. The map has many "trap" locations, in the form of resources or objects to visit, where approaching them will lead to your death, so you have to look at the editor or reload the game =)
The map is designed for the average player; there are no battles with extreme difficulty or mega-tactics based on various bugs. Everything is quite simple: move a small army around the field and shoot.
Interestingly, the map limits heroes to level 15, so you won't be able to gain more than 20 in stats, and therefore, in battles where the opponent has 60 defense, you'll have to lose troops.
Throughout the map, you'll periodically unlock dungeons, which will provide a small increase in troops. If you manage to develop one of the secondary heroes in the "lore" skill, you can cheat in the middle of the game and hire heroes in one of the taverns and learn various spells.
Also, throughout the map, you'll encounter events that will take away all your resources, and other events will require you to pay, for example, 25,000 gold. As a result, you have to think about whether it's worth gathering gold now or letting an additional hero gather it later when it's needed.
The map's drawbacks:
The battles are not very challenging. There's a possibility of collecting assembled artifacts through chests and random artifact locations (I found the sniper bow and cursed armor in the middle of the game), although the author apparently didn't plan to allow this. I also didn't like the ending of the map; towards the end of the game, we gathered a small army, and instead of a decisive battle, we see that we are doomed, and the enemy has captured everything. We receive an artifact and victory from an event. It would have been better to organize a battle where we would have to lose almost all our troops; that would have made more sense. If you don't read the texts, the meaning of the map's ending remains completely empty and even incomprehensible :smile11:
If the author reworks the map, I think it will become excellent because the design of all the objects is surprising.
(Василь Симоненко. Люди – прекрасні)
The drawing and details are good; I started it, but I got tired of the repetitiveness and put it aside after the battle near the blue tent on the 4-2-1 map.
In general, I'm interested in checking Gunnar's flight to see if there's a bug with his movement. Or maybe someone has ideas on how to complete this map correctly, as I suspect that I might be misunderstanding something, and the problem isn't due to an error by the author.
Map: Phoenixes' Love. Our hero is 868 specialist in frost ring. But the amount of damage is displayed incorrectly in cases of spellcasting both by hero and faerie dragons. The battle can be examined immediately on the 1 day in this map.
We kindly request that those present test one aspect on the Prison of Inferno map.
Starting from the lowest point (not where the eye is, but below it), you need to fly to the location with the black portals (where the events take place where pegasi attack us). Then, find one of the nearby areas that is empty (https://imgur.com/a/LiE0krI), and after that, we can return to where we started.