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Posts from In search of the Rune Sphere.

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Update:
v2.0 (08/27/2018)
-Removed the "Vampirism" spell.
-Added a mage's hut near some of the Dwarf cities. The hut itself is located near the Dwarf city, on the left side of the dungeon.
-Increased the number of troops for Hangwul and Faidaen.
-Other minor changes.
Карты: Экспедиция ГрувераНаследие ШантириВременной парадоксПоиски рунной сферыПуть возвращения
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With regeneration, the game becomes very easy. Perhaps it should be removed or, at least, made more difficult to obtain this skill.
In reply to atlant108
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atlant108
With regeneration, the game becomes very easy. Perhaps it should be removed or, at least, made more difficult to obtain this skill.

I'll think about it, but I'll probably leave the regeneration in.
Карты: Экспедиция ГрувераНаследие ШантириВременной парадоксПоиски рунной сферыПуть возвращения
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Damn random number generator! After watching the Remix video, I decided to try both maps myself. By the end of the first month, Vittorio is thriving, while Edward (level 14) has a spellcasting skill of 1 (!!!). That's the kind of mage you get: :smile05:
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I completed the map, and I generally liked it. The final cutscene promises a sequel, so I'll be waiting for it. I initially tried playing on Hero difficulty, but it turned out to be too difficult for me, especially when, after destroying the catapults, a dwarf runs up to you with 40-60 dragons while Edward is still practically defenseless. In the end, I completed it on Veteran difficulty, which was more manageable, but: 1. The skill distribution for Vittorio was incredibly frustrating. By level 25, he still hadn't learned Shooting and Fire Arrows. Everything else dropped, but not those skills. Light only dropped at level 20, so Overload is essential because of the overpowered griffins, as I mentioned before. 2. The map itself is excellent, but why is there SO MUCH water? A third of the map is completely unnecessary. I understand that it would be difficult to fill it, but it would be better if it were land with quests. 3. Regarding vampirism and regeneration: Vampirism should be removed on Veteran and Hero difficulties, if possible. It makes the game too easy after obtaining it. Regeneration certainly simplifies battles, but, for example, you can still struggle against Tolgar with constant stunning. In addition to vampirism, Sandro's Cloak also makes life too easy (see the screenshot with Tolgar). In the final battle, the dwarves killed themselves with Berserk and Subjugate. 4. I'm not sure if I was just lucky or if it was planned, but I received two Initiative rings in the underwater Temple. After that, all battles became very easy (even the knights and archers had an Initiative of 14 or 15 with Haste). 5. Why can't heroes be re-purchased? I'm just curious. 6. As a separate point, I was able to fulfill my dream and get 50 defense for a hero. I like playing defensively. Respect to the author.
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In reply to xakosha
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xakosha
I played through the map, and I generally liked it. The final cutscene promises a sequel, so I'll be waiting for it. I initially tried playing on Hero difficulty, but it turned out to be too difficult for me, especially when, after destroying the catapults, a dwarf runs up to you with 40-60 dragons while Edward is still relatively weak. In the end, I played on Veteran difficulty, which was more manageable, but: 1. The skill distribution for Vittorio was incredibly frustrating. By level 25, he still hadn't learned Shooting and Fire Arrows. Everything else dropped, but not those skills. Light dropped only at level 20, so Overload is our everything because of the overpowered griffins, as I mentioned before. 2. The map itself is excellent, but why is there SO MUCH water? A third of the map is completely unnecessary. I understand that it would be difficult to fill it, but it would be better if it were land with quests. 3. Regarding vampirism and regeneration: Vampirism should be removed on Veteran and Hero difficulties, if possible, or at least limited, as it makes the game too easy after obtaining it. Regeneration certainly simplifies battles, but, for example, you can still struggle against Tolgar with constant stunning. As a follow-up to vampirism, Sandro's cloak also makes life too easy (see the screenshot with Tolgar). In the last battle, the dwarves killed themselves with Berserk and Subjugate. 4. I don't know if I was just lucky or if it was planned, but I got 2 rings with initiative in the underwater Temple. After that, all battles became very easy (even the knights and archers had an initiative of 14 or 15 with Haste). 5. Why can't heroes be re-hired? I'm just curious. 6. As a separate point, I managed to fulfill my dream and get 50 defense for a hero. I like playing defensively. Respect to the author.

When I was designing the map, I didn't notice that there was a lot of water, and all the objects were already placed. If a hero is killed, then, of course, he cannot be re-hired. The dwarves simply have a script to return to the tavern after death, so there is always someone to fight. With the rings, you were either lucky, or you have mods.
Карты: Экспедиция ГрувераНаследие ШантириВременной парадоксПоиски рунной сферыПуть возвращения
In reply to AlekseyS
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I played as a "hero," version 1.1, and it took me 111 days to complete the game, but it was a real struggle, both technically and in terms of gameplay. The map would freeze during the game or after reloading saves. I enjoyed the beginning of the game. Vittorio had everything he needed to develop successfully, and the battles were interesting. The presence of the mandatory Edward didn't seem like a burden. Vitya defeated one garrison, visited a tent, then another, captured the Bjorngeir Castle, and drove away the Ibb assigned to it. Then he went to destroy the second catapult, but time was running out, and then he was unexpectedly taken away. I stopped playing because I didn't expect such a rare betrayal. Although later I returned to the game, I bought Vitya back in the tavern, but I couldn't recover the lost opportunities, and my interest in the game disappeared. On his home turf, Dugald defeated all the elves (even the first one, Fedya, only attacked when forced by the script) and the dwarf, but in the elven castle, there was such a large army that it became clear that I had entered the Kingdom of the Turtle; movement speed above 1 km/h was prohibited. The exit to the sea was somehow blocked and tied to the catapults. The sea itself is incredibly vast and dotted with useless, tiny islands. The question is: who is this for? It doesn't even make sense to send the main hero there. Why create a map of this size if a third of the surface is a tactical void? The game turned into a monotonous grind, a struggle with logistical difficulties. There were no difficult battles with the dwarves. Vitya and Dugald easily defeated them. The main difficulty was finding an opponent. When the teleporter asked for 200 units of each resource and added a little extra, I again stopped playing for a long time. Such authorial greed only leads to profanity. However, I decided to finish the game, spending about a month of game time on desperate tedium, occupying mines on controlled land, and accumulating the required resources. By this point, Edward had assembled an impossibly large army. The final battles with a couple of dwarves were played in one go; there was nothing to change. I even asked myself why I had been accumulating resources and what I wanted to see. I don't want to replay such a map; I really don't.
In reply to 13га
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13ga
I played as a "hero," version 1.1, and completed it in 111 days, with considerable difficulty both technically and in terms of gameplay. The map would freeze in the game or after reloading saves. I liked the beginning of the game. Vittorio had everything he needed to develop successfully, and the battles were interesting. The presence of the mandatory Edward didn't seem burdensome. Vitya defeated one garrison, visited a tent, then another, captured the Bjorngeir Castle, and drove away the Ibbu assigned to it. Then he went to destroy the second catapult; time was running out, and then he was unexpectedly taken away. I stopped playing; I didn't expect such a rare betrayal. Although I later returned to the game, I bought Vitya back in the tavern, but the lost opportunities couldn't be recovered, and my interest in the game disappeared. On his home turf, Dugald defeated all the elves (even the first one, Fedya, only attacked when forced by the script) and the dwarf, but in the elven castle, there was such an army that it became clear that I had entered the Kingdom of the Turtle, and movement speed above 1 km/h was prohibited. The exit to the sea was somehow blocked and tied to catapults. The sea itself is incredibly vast and dotted with useless tiny islands. Question: who is this for? It's not even worth sending the main character there. Why create a map of this size if a third of the surface is a tactical void? The stage of tediousness began, a struggle with logistical difficulties. There were no difficult battles with the dwarves. Vitya and Dugald easily defeated them. The main difficulty was finding an opponent. When the teleporter requested 200 units of each resource and a little bow on top, I again stopped playing for a long time. Such authorial greed only gives rise to profanity. However, I decided to finish the game, spending about a month of game time on desperate tediousness, occupying mines on controlled land, and accumulated the required amount. By this point, Edward had assembled an impossible-sized army. The titular battles with a couple of dwarves were played in one go; there was nothing to change. I asked myself, why did I accumulate resources, what did I want to see? I don't want to replay such a map, not at all.


Thank you for the informative feedback.
I know about the islands and the sea, but to fix this, I need to radically change the map's landscape.
13ga
...in the elven castle, there was such an army that it became clear that I had entered the Kingdom of the Turtle, and movement speed above 1 km/h was prohibited.

Regarding the elf in the castle: I'm sorry, but I didn't understand, was his army small or something?
Карты: Экспедиция ГрувераНаследие ШантириВременной парадоксПоиски рунной сферыПуть возвращения
In reply to AlekseyS
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AlekseyS

Regarding the elf in the castle: I'm sorry, but I didn't understand – was his army small?
The army isn't proportionally large compared to everything else: walking elves (I saw two), a dwarf, and neutrals. There are no more enemies on the mainland, only the castle garrison. At the same time, there's no way to leave the continent for at least five weeks. Edward is like a cow in a meadow, slowly fattening up on neutrals until he gathers enough strength. It's boring.
The map is entirely built around accumulating resources. There's no faster way to complete it, so it's a "Turtle Kingdom." And, by the way, the city portal doesn't help much. The geography is such that getting to your home city is the most difficult. The most likely landing spot is the dwarf city below it.
In reply to 13га
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I agree with the posts above – I was also unpleasantly surprised when Vitya captured the first catapult, and it requires a huge amount of resources to do so. This raises the question: WHY?! Or at least, add this information to the task description; otherwise, excuse me, it's like hitting someone with a scythe. But overall, the map is good, both in terms of its concept and its difficulty. Good luck to the author!
In reply to Volhov
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Volhov
I agree with the posts above - I was also unpleasantly surprised when Vitya repelled the first catapult, and that requires a lot of resources. This raises the question: WHY?! Or at least add this information to the task description; otherwise, excuse me, it's like hitting someone with a scythe. But overall, the map is good in terms of its concept and difficulty. Good luck to the author!

The task description mentions this, although it doesn't specify the exact amount.
Карты: Экспедиция ГрувераНаследие ШантириВременной парадоксПоиски рунной сферыПуть возвращения
In reply to AlekseyS
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That's why players notice such nuances – after all, you'll agree that even a small thing can be unpleasant.
In reply to AlekseyS
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I found some time to try playing this map again, after reinstalling the game, but the final cutscene still didn't appear. I tried entering the command in the console, but the console responded with: "Unknown command name 'StartDialogScene(path..S5/DialogScene.xdb#xpointer(/DialogScene)')'
Type 'help' to list available commands."
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Thank you for the map. It's interesting. I have a couple of comments. I'm playing through all your scenarios on Veteran difficulty, by the way. I would slightly weaken the Dwarves – a growth of 6 dragons from a single Dwarven castle per normal week is a bit much. I would move the sacrificial altar (for artifacts) to the mainland from the islands. I didn't understand what the second hero was for – the one who was later removed!? Just to destroy the ballistae? Never mind... I'm just nitpicking. Everything is fine.
Всегда играю на Г.
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Played it again, completed it in 145 days. What a great map, these are rare nowadays. I recommend it to everyone. Respect and kudos to the author.

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