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Posts from Heart of the Night

4.0 (8 ratings)
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7 years ago
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Without Chaos, and without machines, the game wouldn't be as fun. I just got lucky that they dropped, because a 2% chance isn't very encouraging. And how do I get Karlama to a mentor? I was leveling him up for special missions, and now, with these awkwardly leveled-up machines, I'm not really enjoying it – at least with Chaos or Light, it would be better. I might as well start over from the beginning.
In reply to Gerter
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7 years ago
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There is only this save before the eternal night begins.
https://yadi.sk/d/mhWnM2fP677A6g
I found the Emerald Slippers, completed the tavern keeper's quest, now I need to find someone who can help with the obelisks. And after the 5th Necromancer, will the Rampart of Light quest be completed?
Here is the latest save.
https://yadi.sk/d/aIQJ21IvT6LryQ
In reply to MerlKori
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7 years ago
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MerlKori
Without Chaos and without machines, it wouldn't have worked out. I just got lucky that they dropped, because a 2% chance isn't very inspiring. And how do I get Karlam to a mentor? I was leveling him up for special abilities, and now, with these awkwardly leveled-up machines, I'm not getting anywhere – at least there was Chaos or Light. I might as well start over from the beginning.
Karlam will have a mentor along his path, but it will be closer to the end of the map.

GodRick, thank you for the saves, I'll check them and fix them. One of the native (literally) inhabitants of the forest might be able to help with the obelisks. Look near the entrance to the dungeon, where the warlock was.
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In reply to Gerter
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7 years ago
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Found the tear, brought it to Moriton. Created the Radiant Beacon, but Baal didn't appear. Tried waiting for a couple of days, but Baal still didn't show up, and the artifact is still in my inventory.

Added after 1 hour 22 minutes
A week passed, the artifact disappeared, and Baal attacked.
In reply to GodRick
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7 years ago
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GodRick
Found a Tear, brought it to Moriton. Created a Radiant Beacon, but Baal didn't appear. Tried waiting for a couple of days, but Baal still didn't show up, and the artifact is still in my inventory.

Added 1 hour 22 minutes ago
A week has passed, the artifact disappeared, and Baal attacked.
Yes, a bug occurred due to the overlap of the Eternal Night days and the demon's normal appearance. I found an error in the check. I've fixed it. To finish the map, type the following in the console: @MakeHeroInteractWithObject('Karlam', 'Baal'), when you are ready to fight the demon.
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7 years ago
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:smile35: :smile35: :smile35: Oh, what bad luck! The console is inactive, and you can't change anything in the .CFG file without administrator privileges, and there's no option to open it through that.
7 years ago
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Damn, that’s so unfair :)
I started a new game, barely managed to level up my hero to the point where he could defeat neutral creatures, but then I ventured into the demon’s crypt without saving beforehand. I couldn’t beat the first garrison. There’s nothing left to do but start over :(

And then the week began, that cursed daylight, and the demon disappeared :) but he promised to return :)

This works pretty well https://c2n.me/3YI9iI9 ) it would be even better if the attack was displayed here :)
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7 years ago
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The updated version is almost ready, and I'll upload it in the next couple of days. It will include fixes for the Necromancer heroes and some of the bugs that have been identified. Thank you to everyone who helped to find them.
The current version has one bug that prevents normal map progression: if you reach the point where the eternal night begins, and the demon doesn't appear on the map that day and then doesn't appear at all, you can fix this by entering the command @NormalSpawnRules(4) in the console.

There may also be problems in the battle with the fourth Necromancer, who is besieging Moriton, due to an error; she may cast multiple spells in 1 turn, which can make the game very difficult.

I apologize in advance for any inconvenience:o
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7 years ago
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Something about the battle isn't working out for me in the castle with my hero :(
It's interesting and intense, but still not enough.

Without this mod, things would be much worse :(

Level 20, build https://c2n.me/3YIdFee, nothing special in terms of spells (dragon, regeneration, dispel magic of level 0, and some minor junk).

I tried counting the misses :) it's a little better, but still no :( (but, if I replay and don't accidentally put the fairy in the path of the vampire and don't give the zombies access to archers, maybe I'll win :) )

As it turns out, unlike the avatar, the dragon cannot be resummoned if it already exists in the battle (for example, to refresh its HP).

Option 3 - instead of fairies, the Guild of Avengers :) the result is even better, but still no :(

I'll have to load a save from a day earlier, exchange resources, and build both the Guild of Avengers and the fairies :) - then I'll win) Before that, I spent 10 wood on a fairy dwelling for the green hero, and I regret it :(

Finally, I won :) I loaded a save from a day earlier, built both the Guild of Avengers and the fairies :) even managed to keep a decent army :) I spent 25 gems on the exchange - I couldn't return to the state when I spent wood on the fairy dwelling
In reply to vasik
7 years ago
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Now the problems in the battle with the fourth Necromancer are clear. I decided to wait for the version with the fixes.
In reply to крест
7 years ago
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I have some suggestions for improvement. I liked the map.

Where the fairies are located, highlight the square with some kind of glow, and make sure it doesn't disappear after the fairy gains experience – so you know where to go and where the demon can't pass.

Regarding the witches, I would like the mage to have both skills (both are very useful), but the elf didn't take any – spellcasting takes up space and isn't a desirable skill, while summoning is desirable, considering I'll have a phantom, and a decent one, considering the wall of swords. I shouldn't rely on fire elementals with elven magic. But who guarantees me a phantom in the elf guild? Maybe expand the choice (e.g., chaos/combat skill would be desirable)?

+ It's a bit strange that the dragon doesn't have a spirit – elementals do.
In reply to vasik
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7 years ago
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vasik
I have some suggestions for improvement. I liked the map.

Where the fairies are located, highlight the square with some kind of glow, and make sure it doesn't disappear after the fairy gains experience – so you know where to go, and where the demon can't pass.

Regarding the witches: I would like the mage to be able to take both skills (both are very useful), but the elf didn't take any – spellcasting takes up space and isn't a desirable skill, while summoning is desirable, considering I'll have a phantom, and a decent one, considering the wall of swords. You shouldn't rely on fire elementals with elven spellcasting. But who guarantees me a phantom in the elf guild? Maybe expand the choice (e.g., chaos/combat skill would be desirable)?

+ It's a bit strange that the dragon doesn't have a spirit – the elementals do.
The mage only needs 1 rare skill, and he also starts with a logo. The elf has a specific choice, and besides, you can upgrade an existing skill with a witch. But in the new version, there will be one more rare skill to choose from. The trolls already have an effect, like a green mist, maybe it's just not very noticeable... The dragon should have a bonus, it's just that it's not given to him because of the presence of elves in the army
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7 years ago
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How does he manage to outrun the hero in boots with such skillful logistics? It's the 4th month, so the hero has the maximum movement points, yet he's still being chased!

He ran away, circling around).
But there's still no spirit. The entire army has a total of 6 (cloak + lion amulet), while the dragon has zero.
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7 years ago
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Decided to replay the map from the beginning because I wasn't happy with how Karllam was developing. Knowing the map, I completed it a bit faster with Greta. By the time arrived, I was almost level 29 and had completely cleared its hunting grounds. It would be nice to have the option to speed up the appearance of the next Necromancer heroes, as the map heavily depends on how quickly you can progress.
P.S. A nice bug – my Titans were blinded by unicorns, then I cleared the area around the Titans and attacked the enemy with magic – the sleeping Titans also fired. Not a very pleasant bug – Karllam learned everything he could, leveled up – and the suggested skills were, naturally, just empty squares – then he lost a level on the fairies, and one of the skills was taken away, even though I didn't receive anything for the previous level-up.
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In reply to vasik
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7 years ago
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vasik
How does he outrun the hero in boots with skillful logistics? It's the 4th month, and the hero has reached his maximum movement, but he's still being caught!

He ran away, circling around).
But there's still no spirit. The entire army has 6 (cloak + lion amulet), but the dragon has zero.
The demon's speed is as follows: he has skillful logistics + upon appearance, he receives a buff from the stable. But he can be outrun by a hero if you change his boots, and with the Path of War or Marauder skill, it's even easier.

Yes, it seems the Avatar of Death's legacy remains with the dragon. It's unlikely to be fixed, but maybe I'll add Courage to him.
I decided to replay the map from the beginning because I wasn't happy with how Carlam was developing. Knowing the map, I ran through it a bit faster with Greta. By the time Oris.sav arrived, I was almost 29 and had completely cleared his hunting grounds. It would be nice to have the option to speed up the appearance of the next Necromancer heroes, because the map depends a lot on how quickly you progress.

With the Necromancers, everything is logical, in my opinion. By the time you defeat Klemira and remove the blockade from the city, about 64 days have passed + the time from Baal's awakening to Carlam meeting Greta. Eternal Night arrives 72 days after the demon awakens, so a fast player even has some time to spare. Thus, a fast playthrough is doubly beneficial - Carlam avoids problems with Baal's endless pursuit (it's especially great to mine the Tear of the World in such conditions, yes); Greta avoids meeting the last Necromancer, who is much stronger than the others.
P.S. A nice bug - my titans were blinded by unicorns, then I cleared the area around the titans and attacked the enemy with magic - the sleeping titans also fired.

This is a feature (s).
Not a very pleasant bug - Carlam fully learned everything he could, leveled up - from the proposed skills, naturally, there were only empty squares - then he lost a level on the fairies - and one of the skills was taken away, although I didn't receive anything for the previous level-up.

But this is a game mechanic, unfortunately. Well, in any case, a maximum of 50k experience is taken away on the Path, and in the late game, this is easily restored.

Added 4 minutes ago
Updated the map. List of changes:

- Fixed an error related to the logic of Baal's appearance when Eternal Night arrives
- Baal is now slowed down more if he travels through Secret Paths after Eternal Night arrives
- The witch in Moriton now additionally offers the choice of Machine Management
- Summoned units are no longer resurrected in battle with Gilva
- Oris now creates phantoms every 2 turns, not every turn
- Fixed an error that caused Klemira to be able to cast multiple spells in 1 turn

- Other minor adjustments

Updated the first post, changed the link to the map, and slightly edited the FAQ.
Thank you to everyone who played the first version of the map and helped find the bugs. Have a nice game:)
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