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Posts from Heart of the Night Auto-translated

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Gerter
#48
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The spirit is there; I was mistaken.
I watched the recording and confirmed it.

Where does this guardian spawn? The entire map within the elves' sphere of influence is mine and cleared, but she's nowhere to be found. I killed the phantom (this is the version of the map before the update).
The chase is good if you move through the dungeons so that he slows down due to the penalties :) and then repeat the loop.

The guardian was found, but the chase went into an infinite loop - the demon teleports back and forth constantly http://c2n.me/3YLhEnU

I reloaded, moved a couple of centimeters closer - everything was fine; he teleported only once. I don't understand why the loop stopped.

Yes, there's a problem - if you run far enough through the dungeons away from the demon, he gets stuck in a loop and teleports back and forth.
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#49
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In the updated version, a bug with the Karllam special ability has appeared . It works intermittently. And there's some issue with the creature's position on the initiative scale – after the gargoyles with an initiative of 10 have moved, the slowed mountain guards with an initiative of 6 moved twice without morale. It feels like the extra shot pushes creatures into the negative zone of the scale – and not just archers. And when I attacked with the hero's regular attack (not magic) and killed an enemy creature, the archers also fired.
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#50
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Hotfix:
-Reverted Karlam's special ability changes to the original version.
-Fixed a potential loop in Baal's teleport.
-Slightly adjusted the possible spawn locations for the Tear of Ashi - now it's easier to dig it up while escaping from the demon.

Probably, in the next major fix, Karlam's special ability will be completely reworked - the current version is too unstable and vulnerable to bugs that cannot be adequately fixed by in-game means. Accordingly, Karlam's map will be rebalanced. Perhaps I'll release it already this weekend.
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#51
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I can't imagine how to dig here :) To capture a single dwelling, located a bit away from the main road, you need to make two loops through the underground tunnels with two pairs of boots :) The demon doesn't give you even one turn of freedom) This is version 1.0 of the map. Probably in 1.2, the slowdown will be stronger, and it will be possible to dig it out. And what will happen if you get on a ship?

No, that's not very interesting.

You get on a ship (mermaids, +2 obelisks), the demon circles around the portal - you get on - and that's it, you're done, no matter where you sail, the demon runs near the portal. I'll teleport a little further with a cheat, otherwise it's not right, the hero has things to do there, but he can't go. If it would at least run away a little further. That is, you can't just get off the ship honestly. (Ideally, there should be another point where you can get off, or a one-way portal).
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#52
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Hmm, during testing, it was possible to complete the task on time before the Eternal Night, and with the Marauder/Path of War skills, there was even an advantage... I won't increase this time; I'll probably remove the demon's ability to move along the paths after the Eternal Night. Instead, it will simply run further, and it won't have the stable buff in normal conditions. Regarding the sea, yes, I messed up; I added extra teleportation points from the Dungeon, but not from there. I'll fix it.
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#53
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+something unclear.

The digging also didn't work out very well; I had to dig up the Grail and quickly move away.

I collected the Grail, attacked the demon (and activated the item), won – but they still counted it as a loss. He summoned 1 demon, and that was it; he didn't even attack.
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+I couldn't collect the key – I couldn't find the Emerald Boots. They were with the elf, and that was it. They aren't in the Mage Zone.

When I used a cheat to take them from the elf, I created the key, entered the treasury – and a message appeared (it's small, I'd like it to be like dialogue). As a result, I had to attack the immortal guardian and lose, or just wander around. I decided to wander around).

So, I killed the demon and lost? The artifact only lasts for 1 day.

I attacked the demon on day 2, week 3, month 12, at level 34, with the gear https://c2n.me/3YNia5h (I found the dwarven armor by the sea near the shipwreck) and the skills https://c2n.me/3YNibZ8 with an army https://c2n.me/3YNiepD. I wanted to retrain for attack (it gave me summoning), but I didn't have time; the demon was chasing me, so I switched to herbalism. The elf is level 33, with a huge army and the skills https://c2n.me/3YNijxA. The summoning skill paid off – a phantom appeared in the dungeon right away, so I went back and took it. It's the only spell that determined the usefulness of the skill. In the tomb, I broke through the wall of swords and cast it a couple of times against the necromancer-tactician with knights to close the gaps in the castle. :)

But overall, the summoning skill paid off because of the only spell that was used more often than Dragon's Breath on the 3rd necromancer.

All quests, except for the key (and the failure of the Eternal Night offensive), have been completed.

Yes, I ran away from him quite a bit; you can play it as a chase game as is, with the same time limit, except for the moment with the Grail and the ship. Maybe the demon should just stand still for a few turns if the hero is on the point where the Grail opens? Or is the Grail given without digging (did the tree help)? Then there would be no problems. :)

I collected everything, but I can't seem to win :) and collect the key and read the guardian's message).


What if I start over and don't wake the demon at all?))

If you don't count that moment = the loss after the victory, then I seem to have completed it with a chase game and running around the hero (map version 1.0)).
I cheated twice:
* after leaving the ship, I jumped to the mercury mine nearby (minimal detour)
* after digging up the Grail, I jumped further away (the Grail was at (15,21), not far from the demon's crypt; I jumped to the very first dungeon, where the pink chamber was).

And a mod for creatures. :)

In general, I posted the most interesting battles in my post #39 in this thread. :)

However, I should have taken herbalism. With Wisdom, I would have taken Phantom, and the archers would have cloned
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#54
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The guardian can be defeated even with single units (there’s a small hint about this in the message before him). The second pair of boots can be found in one of the dungeons. The demon is defeated if you have another artifact (and it must be equipped); the tree hints at this, and there is a hint in the quest progress. To obtain it, you need to complete a quest in the astrological tower. I will add an additional hint about this. The Grail can be dug up in advance; its location is determined at the start of the map. However, I have now made this easier.

Added 39 minutes ago
Updated the map to 1.2:
- Karlam's specialization has been changed. He now has the "Mutual Support" ability: units from the Academy in Karlam's army
can inspire each other with some chance. At the same time, archers can only inspire melee units and vice versa.
The chance is 10% + 2% * Karlam's level.
- Karlam now starts with all combat machines.
- Neutrals in the starting zone have been slightly weakened.

- Baal no longer has a movement bonus before the Eternal Night begins, but after it begins, he receives an even greater bonus than before.
- Secret paths are no longer unlocked for Baal after the Eternal Night begins.
- The distance the player must move away for Baal to teleport to him has been increased.
- All possible locations of the Tear of Ashi have been changed; now they are all inaccessible to the demon.

- An alternative exit from the islands has been added.
- The mentor on Karlam's path has been moved to a more convenient location
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In reply to Gerter
#56
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I don't understand how to defeat the elemental guardian; I've tried everything. Can you give me a hint or a clue?
In reply to blackbrotherr
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#57
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You can deploy Obsidian Gargoyles because of their immunity to magic and move them towards the Elementals, but don’t attack them so they don’t multiply. Let the Djinn hero handle everything with his spells. I lost about 150-200 Gargoyles due to Meteor Shower.
In reply to GodRick
#58
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GodRick
You can deploy Obsidian Gargoyles because they are immune to magic and move them towards the Elementals, but don't attack them so they don't reproduce. Let the Djinn hero handle everything with his spells. I only lost about 150-200 Gargoyles due to Meteor Shower.

Thank you very much for the advice.
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#59
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A unique feature of the new Karllam special ability is that when Inspiration triggers, units effectively have two turns – one is spent on inspiring another unit, and the second is the unit's actual turn. Each of these two turns has a chance to trigger the creature's morale. Develop the hero with Keen Mind, Righteous Fury – mass acceleration is cast on the hero's first turn in battle, Empathy, and Chaos. A hero with this build will have 3-4 turns in battle compared to a regular hero. Considering the Wizard's Sign, a hero with Chaos will deal damage at the level of an elf with an enchanted ballista. In my opinion, Karllam's special ability might be better than Railag's.
#60
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https://c2n.me/3YO8NLH

Do you really think this interrupts attacks, defense, and fire arrows, especially if your army is severely limited?) BDP doesn't seem to hurt here.

Chaos is generally good against small armies. Also, the main demon has a resistance that, from observation, is much higher than 50% - two full reflections of mass slow, at a minimum, in 4 of its surviving units.

And a hero without at least one of (attack/defense) doesn't look very good...
Question 2 - what do you fight black dragons with in that case? + keep in mind that the main game has level 3 spells, no resurrection, and it's very far off.

-------------
Although) I should try this...
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#61
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What does it mean that resurrection is not possible? Both heroes can learn it, provided they have a developed Light skill – Greta learns it in the Necropolis, and I don’t remember exactly where Carlam learns it – either in the Grove or somewhere similar. Carlam can also learn Blind from the Darkness skill. I don’t know about the summoning skill; it depends on what the map author has hidden.
#62
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No, there isn't a 5th-level spell there. Maybe it's with the guardian. I ran through the entire map using spells that cause confusion/slow/weakness. When I defeated the dark elf (almost at the very end), I got Berserk. None of the spellbooks give it. The elf has it, but the discussion doesn't concern it. Yes, there was also a Blind spell, and it was quite early, but it's level 4. As for summoning, the elf was given Heavenly Shield and elementals - both are useless. Later, in the Necropolis, I got a Wall of Swords, and it turned out to be more useful for closing gaps in the castle.
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#63
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resurrection is granted in the same place as blinding, if the hero has the "Skilled Light" skill. In my opinion, the strength of the new Karalam spell is somewhat diminished by its randomness; the real problem is the imbalance of the "Empathy" spell itself. The demon should have resistance close to 100%; I don't know exactly how it's calculated, but he has Marbas's spell at level 40 + 20% from armor + gnome luck. I don't remember spells ever successfully casting on him.

P.S. Maybe it would be worth posting complete lists of spells that can be obtained through quests, etc.?
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