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Posts from Temporal paradox.

5.0 (2 ratings)
In reply to krusso
8 years ago
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krusso
A solid, powerful map!
I played through it in 8 months, and they gave me awesome dogs as a reward for completing it. The final castle is very overpowered! I could only defeat it with dark magic and by trapping it in the castle; the battle lasted about 25 minutes! There are, of course, a lot of units, and they keep multiplying.
Is the quest to kill the last gnome supposed to be uncompletable? It's unclear...
I spent a lot of time clearing rubble.
Also, after capturing a garrison, the caravan from it wouldn't reach the castle – it would disappear near the rubble; this is a bug.

It's probably a bug, or maybe you just didn't notice that the caravan was reaching its destination.

But it took you 8 months. Naturally, the army will be large.
8 years ago
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I replayed the corrected version and completed it with a hero in 125 days (I received a cyclops). It's a pleasant map, but the challenge is only really felt in the final battle with the buffed Kari (level 35, 23-34-42-26, 72 dragons, 143 jarls, over 1000 bears, and other units). I initially tried to rush him, but realized it was a mistake. I went to the mentor and, after much trial and error, acquired spellcasting to speed up the spells, because Kari was able to dispel them before they took effect. Then, as someone correctly pointed out, I locked him in a castle with paladins, giving them vampirism (which worked great), and started a long battle. After about an hour (with reloads), the buffed Kari was defeated, and the game ended. But the quest remained unfulfilled, which is strange. The other gnomes didn't stand out to me. Maybe I should have strengthened the orange one and made him more active? Overall, thank you to the author for their work.
In reply to Antik
8 years ago
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I played the version 0.9 map, and it took about 4.5 months. I didn't win the final battle; it felt excessive. Overall, I liked it less than I disliked it. The positives include the original premise, the storyline, and decent execution. The negatives: - The starting hero is not very good. It's difficult to start with him, and he doesn't get any benefits by the end because there are no training halls in the castles (I couldn't unlock them, even though there was a message about them). Playing as a cavalry hero against dwarves who have dug themselves into a strong defense in the castle is completely pointless. - There's no real action on the map; the main opponents turn out to be the neutrals. The dwarves just stand/sit in one place. I already have one hero at level 25 and another at level 20; I've explored half the map, and I still can't find the opponent. In the end, I did find the dwarves, or rather, I dug them up. After the rubble was cleared, they emerged into the light unexpectedly. Elaine, level 4, scattered them all. - The digging of the passage is not well organized. The digging time has been reduced in the new version, which is a positive change, but when you send peasants, it's completely unclear how long they will work or if it even works at all. My peasants were taken away, and that was it: the dead end remained a dead end, so all the heroes went far away, and then, unexpectedly, the passage was opened. The dwarves should have been the most happy about this news; they now have an escape route. - Giving resources for destroying dwarven dwellings is pointless. By the time you can capture them, everything necessary has already been built in the castle. Because it's impossible to train knights, useless piles of resources and money accumulate. Giving artifacts for destroying them is also not a good option. - The battle with Hangwu is an outrage. Imagine that your opponent in chess constantly moves two pieces at a time and jumps a rook over a row of pawns. Is there any point in playing against him? Maybe it would be better to just give up. - I didn't win the final battle: there were more than a thousand warriors, all wearing dwarven armor. If I could entrust this to an automated system, I would have. I played for an hour, then checked to see how the siege was progressing. Managing such tediousness manually is the last thing I want to do. - The library in the Dungeon (71, 93) is not working. - "…For safety reasons, *fewer troops are trained in the city*. To restore order, you need to destroy this catapult." - This is poorly worded. The *creature growth rate* in the city is reduced, not the number of troops being trained. After the catapult is destroyed, the creature growth rate returns to normal, but it is still impossible to build training halls. - In the last cutscene, horses "grow" out of the ground. (see screenshot)
In reply to 13га
8 years ago
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13ga
I played the version 0.9 map, and it took about 4.5 months. I didn't win the final battle; it felt excessive. Overall, I liked it less than I disliked it. The positives include the original premise, storyline, and decent execution.
The negatives:
-The starting hero is very weak. It's difficult to start with him, and he doesn't gain any benefits by the end because there are no training halls in the castles (I couldn't unlock them, even though I received a message about them). Playing as a cavalry hero against dwarves who have entrenched themselves in a strong defense in the castle is completely pointless.
-There's no real action on the map; the main opponents turn out to be the neutrals. The dwarves just stand/sit in one place. I already have one hero at level 25 and another at level 20; I've explored half the map, and I still can't find the opponent. In the end, I did find the dwarves, or rather, I dug them up. After clearing the rubble, they emerged unexpectedly. Elaine, level 4, scattered them all.
-The digging process is not well organized. The digging time has been reduced in the new version, which is a positive change, but when you send peasants, it's unclear how long they will work or if it even works at all. My peasants were taken away, and that was it: the dead end remained a dead end, so all the heroes went far away, and then, unexpectedly, the passage was opened. The dwarves should have been the happiest about this news; they now have an escape route.
-Giving resources for destroying dwarf dwellings is pointless. By the time you can capture them, everything necessary has already been built in the castle. Because it's impossible to train knights, useless piles of resources and money accumulate. Giving artifacts for destroying them is also not a good option.
-The battle with Hangwul is a disgrace. Imagine that your opponent in chess constantly moves two pieces at a time and jumps a rook over a row of pawns. Is there any point in playing against him? Maybe it would be better to just give up.
-I didn't win the final battle: there were more than a thousand warriors, all wearing dwarven armor. If I could entrust this to an automated system, I would have. I played for an hour, then checked to see how the siege was progressing. Managing such a tedious process manually is the last thing I want to do.
-The library in the Dungeon (71, 93) is not working.
-“...For safety reasons, fewer troops are trained in the city. To restore normalcy, you need to destroy this catapult.” - This is poorly worded. The creature growth rate is reduced in the city, not the number of troops being trained. After destroying the catapult, the creature growth rate returns to normal, but it is still impossible to build training halls.
-In the last cutscene, horses "grow" out of the ground. (see screenshot)

Thank you for the very objective feedback, but I didn't understand: were training halls not built at all? Are they only available in Horncrest, and only if you find the blueprints in the outpost?

Added 1 hour 10 minutes ago
Update v1.1 (07/06/2018)
-You can now visit the spell library in the Dungeon.
-The Orange has become more active and stronger.
-Kari's army has been reduced; the dwarven set has been removed and replaced with other artifacts.
-After completing the monk's quest (bringing 100 peasants), the player is informed every 2-3 days how many days are left until the end of the excavations.
-Training halls are available in Horncrest and Lostdale (if you find the blueprints), and a hero hall is also available in Horncrest.
-Hangwul now uses his powerful magic attacks much less frequently.
-Other minor changes in quest descriptions.
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8 years ago
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Where is the fire rune located?

Added 7 minutes later
Never mind, I found it.
In reply to masgak
8 years ago
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I replayed the map from version 1.1. This time, I didn't repeat the same mistakes; one time was enough. In the tavern, I chose Dugald and completed the map in 65 days. Edward only focused on gathering resources. He wasn't interested in building training halls, and the orange dwarves died prematurely. Compared to the previous version, the dwarves are more lively, which is a nice change. But now, you need to attack them more carefully, or they might run away with the artifacts. I liked the new version of the mine.
I was surprised to learn that "To use the mentor's services, you need to pay him...", but he doesn't accept bribes; perhaps he's offended by the state of affairs.
Hangwul is still a cheater, but there's always a way to deal with him. My special project for him is Iris, and it worked very well.
I was glad to see the complete set of dwarven armor removed from the final hero.
The removal of the main hero had a very positive effect – I enjoyed the map, and it's fun and interesting to play. Thank you to the author.
In reply to 13га
8 years ago
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13ga
I replayed the map from version 1.1. This time, I didn't repeat the same mistakes; one attempt was enough. In the tavern, I chose Dugald and completed the map in 65 days. Edward only focused on gathering resources. He wasn't interested in building training halls, and the orange dwarves died out prematurely. Compared to the previous version, the dwarves are more lively, which is a nice change. But now, you have to defeat them more carefully, or they might run away with the artifacts. I liked the new version of the mining mechanic.
I was surprised to learn that "To use the mentor's services, you need to pay him...", but he doesn't accept bribes; perhaps he feels bad for the state.
Hangwul is still a cheater, but there's always a way to deal with any cunning opponent. My special project for him – Iris – worked very well.
I was glad to see the complete set of dwarven armor removed from the final hero.
The removal of the main hero had a very positive effect – I enjoyed the map, and it's fun and interesting to play. Thank you to the author.

Thank you for another review.
It seems that specializing in knights is very disadvantageous. What does it even give, besides increasing vigilance?
And where did you find out about the mentor, D?
In reply to AlekseyS
8 years ago
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AlekseyS
It seems that specializing in knights is very inefficient. What does it even give, besides boosting Watchtowers?
Watchtowers are a rather weak attribute for knights. Even at the AI level, they manage without it; troops attack stacks without Watchtowers, and stacks under the protection of a Watchtower are destroyed by magic. So, no matter how much you boost it, even up to "unstoppable force," it doesn't help much.
The specialization in horses is not so much inefficient as it takes a long time to become useful. You need to specifically design a map to play as a horseman. This map is practically the opposite of what's needed for that playstyle.
Let me explain. You start with two castles, and dwellings of levels 1-3 can be built in them without any problems. You can quickly capture outer buildings of levels 2 and 3. Archers also join you. By the beginning of the second week, you have over a hundred archers. If they are just a nuisance for Axel, then under Dugald, they are heavy artillery, sweeping away everyone. The outer dwelling for horses is located too far away and opens too late, so it doesn't contribute much to the hero's development. Training halls are also closed for construction. As a result, the horseman sits practically without any striking force in his army, while Dugald, having gathered hundreds of two or three crossbowmen, can pass through any garrisons.
Next, the horseman is highly dependent on magic. Both specific spells and the amount of mana are important for him. The "Knowledge" parameter is never very high for a knight, only through artifacts. "Regeneration" here is guarded so well (Druids, about thirty of them) that you either have to sacrifice half your army or sit without it for a long time. And without "Regeneration," Axel is not a warrior either. That is, this is another element on the map that works against him, since this spell cannot be obtained in the Tower. And even with one horse and "Regeneration," you won't be able to win many battles.
The enemy of knights, the Dwarves, are extremely unpleasant for cavalry. In a purely melee fight, Dwarves are preferable. You can lose everyone to just a few Lava Dragons because of their shield (Units attacking Dragons in melee combat take fire damage equal to 40% of the damage they inflict.). But if the knights have a strong ranged stack, the Dwarves become very vulnerable. Under Dugald, crossbowmen can destroy 15-20 dragons in one turn, not to mention weaker creatures. Again, the situation is not in favor of horsemen.
The horsemen need help, but archers can always manage on their own.
How did you find out about the mentor D?
I know the magic word - "map editor."
In reply to 13га
8 years ago
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13ga
Vigilance is a rather weak attribute for a Knight. Even at the AI level, it's not very useful; troops attack stacks without vigilance, and the stack under vigilance is killed by magic. So, no matter how much you increase it, even up to "relentless strength," it doesn't help much.
Specializing in horses is not so much a disadvantage as it is something that doesn't bring benefits for a long time. You need to specifically design a map for playing as a horseman. This map is practically the opposite of that.
Let me explain. You start with two castles, and dwellings of levels 1-3 can be built in them without any problems. You can quickly occupy the outer buildings of levels 2 and 3. Archers also join in. By the beginning of the second week, you have over a hundred archers. If they are just a nuisance for Axel, then under Dugald, they are heavy artillery, sweeping away everyone. The outer dwelling for horses is located too far away and opens too late, so it doesn't contribute much to the hero's development. Training halls are also closed for construction. As a result, the horseman sits practically without any offensive army power, while Dugald, having gathered hundreds of two or three crossbowmen, can pass through any garrisons.
Next, the horseman is highly dependent on magic. Both the specific spells and the amount of mana are important for him. The "knowledge" parameter is never very high for a Knight, only through artifacts. "Regeneration" here is guarded so well (Druids, about thirty of them) that you either have to sacrifice half your army or sit without it for a long time. And without "regeneration," Axel is not a warrior either. That is, this is another element on the map that works against him, since this spell cannot be obtained in the Tower. And even with one horse, even with "regeneration," you won't be able to win many battles.
The enemy of Knights, the Dwarves, are extremely unpleasant for cavalry. In a purely melee fight, Dwarves are preferable. You can lose everyone to just Lava Dragons because of their shield (A unit attacking Dragons in melee combat will take fire damage equal to 40% of the damage it deals.). But if the Knights have a strong ranged stack, the Dwarves become very docile. Under Dugald, crossbowmen can destroy 15-20 Dragons in one turn, not to mention weaker creatures. Again, the situation is not in favor of horsemen.
The horsemen need help, but archers can always manage on their own.

I know the magic word - "map editor."

Ah, I understand. Thank you for the explanation.
8 years ago
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I completed the map in 148 days (received the Inquisitor). I played on Hero difficulty, on the Light side. I have a few comments and questions.
1. 15 days is quite a long time; could it be reduced slightly?
2. Ibba has 22 attack, 30 defense, 20 magic, and 15 knowledge, while my hero, with the best possible stats, has 19 attack, 19 defense, 5 magic, and 4 knowledge. Is it not an overmatch when she encounters me almost immediately after the initial excavations?
3. If the main hero has a skill that improves scouting, why not give the hero that skill from the start?
4. At the end, there was a hint of a continuation. Will there be one?
8 years ago
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"THEIR" - have mercy on those who are literate (it's like cutting down everything good, wise, and eternal with a scythe).
In reply to Dianital
8 years ago
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Dianital
Completed the map in 148 days (received the Inquisitor). Played on Hero difficulty. I have a few comments and questions.
1. 15 days is quite a long time; could it be reduced slightly?
2. Ibba has 22 attack, 30 defense, 20 magic, and 15 knowledge, while at best, I have 19 attack, 19 defense, 5 magic, and 4 knowledge. Is it not an exaggeration that she encounters me almost immediately after the excavations?
3. If the main hero has a skill for improved scouting, why not give the hero this skill from the start?
4. At the end, there was a hint of a continuation of the scenario. Will there be one?

1. In my opinion, 15 days is normal now. (It used to be 25.)
2. It depends on what army you had and what its stats were.
3. There will be little benefit from having the scouting skill at the start.
4. Most likely.
Player100
"ИХНИЕ" - please, have some respect for those who are literate (it's like cutting with a scythe through everything good, wise, and eternal).

To be honest, I noticed this "word" in only one file. :smile32:
8 years ago
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To be honest, I only noticed this "word" in one file.
In the video, I took it as deliberate slang coming from a soldier. But after reading the text of the quest, I realized I was wrong.
8 years ago
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Personally, I prefer this genuine, albeit somewhat clumsy, approach over that overly persistent and unstable type (knock on wood).

Added after 12 minutes
And the map is excellent; I'll definitely play it as a marksman or machine gunner (13ga has piqued my interest).
8 years ago
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Update:
v 2.0 (08/09/2018)
-Edward's specialization is now "Vessel of Elrath".
-Edward's starting skills have been changed: he now has "Fundamentals of Light Magic" and the "Righteous Fury" perk.
-Edward starts with the spells "Haste" and "Divine Retribution".
-All text errors have been fixed.

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