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Posts from Heart of the Night

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In my opinion, there's no point in cutting down on a special ability that provides such a significant bonus when combined with five (all!) skill cells (including Chaos) – there are other good default combinations that require fewer skill points.
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Hmm. I read the entire thread, watched the Remix videos, and decided to play through the map without overthinking it – on Recruit difficulty. Of course, the neutral creatures are significantly weaker than on the hero's map, BUT!
The Necromancers are significantly stronger than what I saw in the Remix. The last one, Mordrakar, simply wipes out my entire army in the first few turns, going through the walls and broken gates. I don't have the artifacts that Greta had in the Remix. I discovered that if you engage the Necromancer in the field and not in the castle, the number of dropped artifacts increases dramatically.
And the cherry on top – the Necromancers arrive one at a time per week...
In short, it's basically impossible to complete the map on Recruit difficulty; what a paradox. Maybe, with time, I'll try it on Warrior difficulty – when the frustration subsides (after struggling so much to get the mentor for the Mage...). Or is the hero the easiest difficulty level after all?
In reply to vadim_t
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I re-uploaded part 2 of the walkthrough, where the battle with the first Necromancer takes place (now the entire walkthrough is available with boss timestamps; those interested can watch it): https://www.youtube.com/watch?v=4YDezMI6Ftc&index=82&list=PLGpNWhdMwySex6RUrzAQiTDnMQWIXcWfC
Мой канал по героям 5 - "Heroes for Fan"
Мой канал по King's Bounty - "Remix Play"
Моя группа по героям 5 - Здесь отвечу быстрее
In reply to vadim_t
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vadim_t
Yeah. I read the whole thread, watched the Remix videos, and decided to play through the map without making things too difficult – on Recruit difficulty. Of course, the neutral creatures are significantly weaker than on a hero's map, BUT!
The Necromancer faction is significantly stronger than what I saw in the Remix. The last one – Mordrakar – simply wipes out my entire army in the first few turns, going through walls and broken gates. I don't have the artifacts that Greta had in the Remix. I discovered that if you engage the Necromancer in the field, and not in the castle, the number of artifacts that drop increases dramatically.
And the cherry on top – the Necromancers appear one at a time per week...
In short, it's basically impossible to complete the map on Recruit difficulty; what a paradox. Maybe, with time, I'll try on Warrior difficulty – when the frustration subsides (after struggling so much to get a mentor for the mage...). Or is the hero the easiest difficulty level after all?
The appearance of Necromancers doesn't depend on the difficulty – on average, it's about once every two weeks, but the countdown for the Necromancer's respawn starts, which is why you might have gotten that impression. Artifacts also drop from crypts in the underground; maybe you weren't clearing them? I just played through it on Recruit difficulty, and everything worked as it should. So, you're experiencing some kind of individual bug, if there even is one
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I meant the following: if I fight a Necromancer in a Castle, I get 1 to 0 artifacts. For example, for the first Necromancer, only armor drops. If I fight him in the field, everything that is specified in your script, Maps\SingleMissions\heartofnight_v1_2\global_triggers.lua, drops. Right now, I want to check if the green key to Gilva will drop in the field (if I manage to defeat him). Judging by the output in the console in the Remix video, I can assume that in the Castle, the `local WinnerName = GetSavedCombatArmyHero(fightID, 1)` function does not work (there was a message that the character Greta was not found). But in the dungeon, in the first crypt (I didn't reach the second one because of the green key), artifacts did drop.
And "on average once every 2 weeks" - as I understand it, the random function is triggered, and Remix needs to be lucky so that it triggers exactly after 2 weeks, giving enough time to prepare?
P.S. Exactly. I defeated Gilva (with terrible losses) before the Castle, received wonderful artifacts (lion's collar, golden horseshoe + some minor items), and, most importantly, I got the green key. The first Necromancer (before the Castle) also dropped some good loot... But he has his own "quirk": if I encounter him at the Castle gates, his ballista (regardless of the army composition) attacks first and kills all my archers. If I encounter him "in the field," it's okay; the archers kill the ballista first. If I'm inside the Castle, even the druids can finish off the ballista... Well, this is sadism - having a fully built Elven Castle (with a bonus during a siege) and having to fight before the Castle...
P.P.S. Okay, I got the keys at the exit before the Castle, went all the way to the last graveyard. Question: how can I defeat Mordrakor if I don't get the Necromancer's Staff? The gates are broken, the units have incredible speed, and they happily reach my units in the last few squares (the storm wind doesn't affect the fight, and I don't have two Necromantic set items). I simply don't have time to place walls - Greta moves somewhere at the end - despite the sympathy. Author, do you really think that all this corresponds to the "Recruit" difficulty level???
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Does anyone have any information about Gilva? You can send me a private message... I have an idea, but I don't have the energy to implement and test it. I want to make it definitive. Thank you.
In reply to Mupy-Mup!
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Mupy-Mup!
Does anyone have anything to say about Gilva? You can send me a private message... I have an idea, but I don't have the energy to implement and test it. I want to find a definitive solution. Thank you.
Look at Remix – place unicorns with magic resistance near archers and other fragile units (hopefully, they won't be poisoned) and shoot until the enemy unit is reduced to zero hit points – the next resurrection will be smaller – and so on until the last unit of that enemy type is gone. It's a hassle, yes, a terrible one.
But most importantly, don't stay inside the castle; instead, stand at its gates (you'll still defend inside the castle) – only then will the script that gives you the green key and some nice artifacts trigger (see my post above).
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Yes, the map is good, but I don't understand why the mage takes so long to sit in the paths. I killed everyone on Warrior difficulty in the forest, and it took 5 attacks to defeat the Necromancer with almost no losses. Where should the mage go? Why is the Guardian's brown gate not opening?

Added after 17 hours and 13 minutes
)))))))))) And what's the point of killing Baal with a mage if the mission fails?
In reply to vadim_t
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vadim_t
need luck Remix
what is this perk and how do I get it?

basically, the idea was to eliminate each unit down to 1 HP, leaving only a few units on the battlefield, and then eliminate the nearest attacking units one by one, or as many as possible (including those marked as enemies, and I think ghosts should also be included).
and in this case, the enemy's catapult actually helps, as it destroys towers, and they don't waste shots on single units when it's not necessary.
furthermore, from a certain level, it's useful to place Silanna's daughter in a pair with someone, for example, with a Phantom Fairy; they have an ability similar to that of the upgraded Lizardmen... I forgot what that attack is called.

I don't know why, but when I have Gilva near the Unicorns, almost all of them get poisoned, except for one unit; I'm just unlucky, I've tried different arrangements. Did Remix have Soldier's Luck? Maybe it works.
I took the mass dispel spell, which I'll exchange for Mass Slowdown if I reach the best archer ghost (or whatever he's called).

QUESTION - is it critical to obtain the green and purple keys for further progress? Or, if we hide in the castle, will we simply not be given the keys and artifacts, and will this not affect the overall progress?
because after the green key keeper, the head of security gives a quest for Clemira; if you don't take the key, will you not get the quest? And what happens then? Sorry, but I simply don't have enough time to check all of this.
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Gilva casts plague where there are the most enemy units. Also, the bug occurs if you place the hero in the top slot in the town before the siege; you can just sit in the castle. I've fixed the bug, but the new version will be released a little later – I need to test a couple more fixes.
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In reply to Mupy-Mup!
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Mupy-Mup!
What is this perk, and how do I get it?

Basically, the idea was to eliminate each unit down to BDP, leaving only single units on the field, and then eliminate the nearest attackers one by one, or however many are left (including those marked as "sworn enemies," and I think ghosts should be included too).
And in this case, the enemy catapults actually help, because they destroy towers, and they don't shoot at single units unnecessarily when it's not needed.
Also, from a certain level, it's useful to pair Silanna's daughter with someone, for example, with a Phantom Fey; she has this ability, like the upgraded lizards... I forgot what this attack is called.

I don't know why, but when Gilva is near the unicorns, almost all my units get poisoned, except for one unit. I'm just unlucky. I tried placing the stacks in different ways. Did Remix have Soldier's Luck? Maybe it works.
I took the mass dispel spell, which I'll replace with Mass Slow when I reach the best archer ghost (or whatever he's called).

QUESTION - is it critical to get the green and purple keys for further progress? Or, if we hide in the castle, will we simply not be given the keys and artifacts, and this won't affect the overall progress?
Because after the green key giver, the head of security gives a quest for Clemira. If you don't take the key, will you not get the quest? And what happens then. Sorry, but I just don't have enough time to check all of this.
Regarding Remix's luck - it's a kind of meme:D. Remix is a streamer who mainly plays Heroes 5, and there's a link to a walkthrough of a scenario on the hero level in the forum thread. He didn't upgrade his luck, but the unicorns triggered at the right moment.
It's advisable to upgrade Blessing - then you'll get mass dispel of the same plague. It's also useful to have the elf's mass attack skill against sworn enemies, especially with the third necromancer - the archer. It's worth shooting down the ballista and catapult early on.
Silanna's daughter should be summoned carefully - if she's killed, Greta will have no mana. Keep in mind that she is a child of light, and she receives all light spells cast on other characters.
The green key is critical; without it, you can't complete the quest in the dungeon, and then a whole chain of problems arises. You'll get the purple key anyway - with Clemira and Morcador, you can just sit in the castle - they don't drop artifacts, and you're guaranteed to get the purple key. The quest with Clemira is mandatory: without completing it, you won't get the necromancer's staff, and without the staff and the shadow cloak, Morcador will wipe out Greta's army in the first turn.
And in general, the map is very specific (I haven't encountered anything like it yet, which is what makes it interesting): any step to the left or right leads to the impossibility of completing the map. I, for example, missed one obelisk and now I'm replaying it almost from the beginning... The special thing is that, as far as I understand, it's impossible to avoid the Eternal Night (when Baal chases the player character continuously and with his own teleports) even in theory:eek: Author, is it possible to complete the quest regarding the Eternal Night? Because it's kind of unpleasant to see a failed quest:mad:

Added after 16 minutes
Vladimir_22
Yes, the map is good, but I can't understand why the mage is stuck. I killed everyone in the trails, on warrior difficulty, in the forest, and 5 attacks of the necromancer, almost without losses. Where should the mage go??? Why doesn't the brown gate open???

Added after 17 hours 13 minutes
)))))))))) And what's the point of killing Baal with a mage if the mission fails?
The brown key is in the dungeon (entrance in the swamps). And you can't kill Baal - it breaks the plot. Although, how you killed him is amazing???:eek:
And in general - as I already wrote, every quest is important for completing the game, one step to the left or right and you can't complete the map. This isn't a normal scenario, but an RPG...

Added after 4 minutes
Gerter
You can also sit in the castle, a bug occurs if you place the hero in the top slot in the city before the siege.
But I don't understand that:eek: How can I move the hero??? His position is fixed during the siege, and he doesn't move himself:rolleyes:
In reply to Gerter
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Gerter
You can also stay in the castle; a bug occurs if you place the hero in the top slot in the city before the siege. I fixed the bug.

So, initiative changes at the beginning of the battle, and then it just plays out, as far as I understand from my observations.
If we are in the top slot (staying in the city, not sticking out of the castle), then it's somehow better for us. At least, I tried it several times, both ways, with the Engineer and with Gilva.

The Engineer starts moving before the ballista at the beginning of the battle, and in general, I arranged my units and made the initial moves in the same way, and depending on whether we are hidden in the castle or sticking out, the Engineer moves differently. I only managed to win without losses by staying deep inside the castle with a specific sequence of my moves. I don't know why this is happening; it seems like the game is just like that.

And this friend of mine is also doing well. If I stay in the castle, her catapult doesn't immediately destroy the wall; on the next turn, I eliminate her and the ballista. And I stay behind the walls. Plus, the storm wind, and her minions have to fly over the walls. The only problem is that she casts poison, and my unicorns can't handle it.
If I stick out of the castle, the catapult immediately breaks the gate and part of the wall, and the undead immediately rush in. I don't know yet if this is good or bad.

I'll probably wait for the next version of the map with fixes. As far as I understand, some of the nice little features will be removed, and I'm not sure if I'll be able to complete it with a hero; there's too much going on with the Necromancers.
In reply to vadim_t
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vadim_t
Regarding Remix's luck – it's a kind of meme:D. Remix is a streamer who mainly plays Heroes 5 walkthroughs; there's a link to the scenario walkthrough in the forum thread. He didn't level up his luck, but the unicorns triggered at the right moment.
It's advisable to level up Blessing – then it will remove the same plague in large numbers. The elf's ability to fire at sworn enemies in a large area will also be useful, especially with the third Necromancer – the archer. It's worth shooting down the ballista and catapult early on.
Silanna's daughter should be summoned carefully – if she is killed, Greta will have no mana. Keep in mind that she is a child of light and receives all light spells cast on other characters.
The green key is critical; without it, you cannot complete the quest to enter the dungeon, and a whole chain of problems will follow. We will definitely get the purple key – with Klemira and Morkador, you can immediately stay in the castle – no artifacts drop from them, and the purple key is guaranteed. The quest with Klemira is mandatory: without completing it, you will not receive the Necromancer's staff, and without the staff and the cloak of shadows, Morkador will crush Greta's army in the very first turn.
And in general, the map is extremely specific (I haven't encountered anything like it yet, which is what makes it interesting): any step to the left or right makes it impossible to complete the map. For example, I missed one obelisk and now I'm replaying it almost from the beginning... The special thing is that, as far as I understand, it is theoretically impossible to prevent the Eternal Night from coming (when Baal chases the player character continuously and with his own teleports):eek: Author, is it possible to complete the quest regarding the Eternal Night? Because it's kind of unpleasant to see a failed quest:mad:

Added 16 minutes ago

The brown key is in the dungeon (entrance in the swamps). And you can't kill Baal – it breaks the plot. Although, how you killed him is amazing???:eek:
And in general – as I already wrote, every quest is important for completing the map; one step to the left or right and you won't be able to complete it. This is not an ordinary scenario, but an RPG...

Added 4 minutes ago

And here I didn't understand:eek: How can I move the hero??? His position during the siege is fixed, and he doesn't move himself:rolleyes:
it is possible to kill Baal before the Eternal Night begins, but you still won't be able to avoid the quest failing (why – spoiler)). In general, all secondary quests are optional, but, of course, they make the walkthrough easier. The top slot in the city interface is meant when the hero model disappears from the map. If you place the hero in the gate, everything will be fine. So for now, it should be done this way; not only is the artifact distribution bugged, but also the quest with Klemira, and that would be critical. I apologize for the inconvenience; I didn't realize that the hero disappears from the map in the garrison, and because of this, the function of displaying a message above him breaks. Some Necromancer fixes will also be made; I'm testing them right now

Added 7 hours 7 minutes ago
Updated the map to version 1.3:
- Fixed a bug that could cause problems at the end of battles with Necromancers if Greta was in the inner garrison of the city during the siege.
As a result, the bug with the garrisons not being unlocked after killing Klemira has also been fixed, because the cause was the same. Many thanks to MerlKori and vadim_t for the information provided, which helped to catch the bug;

- The chance of Karlam's specialization triggering has been reduced, but now it is affected by soldier's luck (standard, a second attempt will be made)
- Daughter of Silanna has been given the Energy Channel ability (level 15) - her presence reduces Greta's mana costs by 25%. However, she has been removed from Lizard Rush (level 30), and Double Attack has been moved to level 31
- Some artifacts that Greta receives for destroying Necromancers/clearing crypts/as a reward for quests have been changed
- Gilva now casts plague less often, and Klemira uses Scream of Terror less often
- The Staff of the Underworld now drops from Klemira herself, and is not given for the quest to kill her
- The number of units joining Greta has been slightly increased
- In the battle with Turgal, there is now a limit on the number of demons simultaneously on the field, but now the battle does not end when Turgal's initial army is destroyed
- Radiant Beacon no longer gives bonuses to characteristics
- Karlam can no longer receive mentorship
- Some texts have been added

Thank you to everyone who played the previous versions, wrote about their impressions and bugs; every review helps to make the map better:)
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In reply to Gerter
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Gerter

- Karlam can no longer receive mentorship.

Damn, what should I do now? I hope it will still be possible to complete the game with this hero. It was already tough, and now it's even harder from scratch. I hope the ability to transfer artifacts remains.

I suggest replacing "Soldier's Luck" with the "Remix Luck" perk for both.
I wonder if he will replay this.

The agility skill at the beginning is cool, so we also get +2 to defense for each cell we fly over? Or is it some kind of mod? This means it's best to fly as much and as far as possible with this ability.
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Well, they shouldn't have showcased that feature on streams; otherwise, it wouldn't have been patched. Besides, everything was manageable there; the only annoying encounters were with ghosts and vampires. Honestly, I don't quite understand the problems with the first Necromancer; he's a very straightforward enemy compared to others. Sometimes, he can even be defeated with almost no losses, and the losses of fairies/dancers on him, in my opinion, aren't critical and are compensated by reinforcements.
Agility was also added specifically at the beginning to make the dragon more resilient while it's still being developed.
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