Connection ErrorBad RequestThis page went staleSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
This page went stale
Your security token was rejected, usually because the page sat open too long or you signed in elsewhere. Nothing was saved. Reload the page and try again.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
Let's play on the new map, everything is fine, I met Greta, went further into the forest, then the next week was uneventful, and there was no Phantom spell in the castle. So, regarding luck, you know, it applies to me.
Here are various spells, perks can be banned, but can't we do the same with weeks? Because if an unfavorable week appears, we'll have to restart, and what's the point of struggling then? I guess I was also a bit slow to realize this and didn't mention it before the 1.3 version was released.
a phantom is guaranteed to be in one of the underground temples with traps, and as for the weeks, I'm not sure. But if you think about it, half of the weeks can affect the gameplay, and that's part of the game. Besides, unpleasant things like plague/fever don't affect the reinforcements from the dwellings, which become the main source of troops. The specific situation you encountered can simply be waited out; the time on the map until Baal awakens doesn't affect anything.
before Baal awakens, time on the map doesn't affect anything
well, I tried clicking around, observed the growth of neutral creatures for both factions and for Gerter, and it seems like yes, that is, you can skip a week or two (which isn't ideal) and then go to Baal and meet Gerter, and continue according to the scenario. I hope that's how it is, and that neutral creatures don't grow every week on the rest of the map, which could be critical in some places, because the start turned out to be really good, just like in the Remix, we'll see what happens next.
Added 2 minutes ago Gerter
a Phantom is guaranteed to be in one of the underground Temples with traps.
yes, that's true. but at the start, it's very useful for my friend. okay, forget about the initial undead army, but later, if you get a simple summoning skill or Wisdom and a spell in the castle, it becomes much more interesting.
Added 11 minutes ago Gerter
reinforcements from dwellings, which become the main source of troops.
can you explain this? because the main reinforcements, in terms of units and numbers and percentages, are personally for me from the castle, and these dwellings send only a small amount - send them to the camps. or is it another bug for me, as usual? or is there a week or month when the reinforcements from one source are at least equal to the reinforcements from another.
The cursed dwellings need to be cleared; then reinforcements will increase. With all of them cleared, the reinforcements will be as large as from two additional castles.
A mystery for the ages: my archers have an initiative of 12, and the Necropolis ballista has an initiative of 11. The ballista goes first... I've searched through all the scripts, but I haven't found anything that explains this... Damn, I even cheated – I changed the arrival time of the ballista so that Greta from version 1.3 could at least somehow prepare, and it's still a painful ordeal...
The riddle of the century: my archers have an initiative of 12, and the Necropolis ballista has 11. The ballista goes first... I've searched through all the scripts, but I couldn't find any explanation for this... Damn, I even cheated - I changed the arrival time of the ballista so that Greta from version 1.3 could at least somehow prepare, and it's still a painful experience...
This is a challenge. The developer says everything works and is passable.
The riddle of the century: my archers have an initiative of 12, and the Necropolis ballista has 11. The ballista goes first... I've searched through all the scripts, but I couldn't find such a trick... Damn, I already cheated - I changed the arrival time of the ballista so that Greta from 1.3 could at least somehow prepare, and again, the same suffering...
Well, you can experiment with the unit placement, right? This often happened during testing; I would remove the rogues/ent, and the placement on the battlefield would change.
Well, you can experiment with the placement of units, right? It often happened during testing; I would remove the Rogues/Ents, and the attack order would change.
Of course, I did. I even went as far as using only archers:smile07: On my recruit, I easily defeated him, but only while staying inside the castle. However, outside, to prevent the castle from destroying everything, it becomes quite a challenge. It's quite mysterious:eek:
the faster you defeat him in battle, the less destruction there will be. Also, there should be enough resources to restore everything, unless he has critically damaged the castle (critically means if upgraded dwellings have been reduced to basic ones).
In one of Karlam's chests, he found a Ring of Banishment. At first, he thought it was intentional, but it didn't appear in other instances. By the way, in the next chest, he also found boots that provided 10% magic resistance.
Okay, he was happy about that, and using cheats, he rushed to Gilva to test how it works.
In general, it doesn't work, although it should. When we defeat her squad, it then has the "summoned" status, and in theory, she should resurrect them in a smaller number, but there is absolutely no difference with or without the ring.
The Banishment ability is weak; it removes units like this: https://yadi.sk/i/efhRJpZYdA_RgQ, only at the very end, when there are many different small squads and single units left, and when our mana is already depleted, then casting it a couple of times to get rid of them all at once - yes, that will be useful, as it will save a lot of turns and preserve some troops. I don't know if this ability depends on skills in summoning magic, whether the ring enhances the effect, and whether the ring and the summoning skill enhance each other, or if none of that is true - maybe you can tell me?
In general, I'll keep thinking about it
in one of Karlam's chests, he found a Ring of Exile. At first, he thought it was intentional, but it didn't appear in other chests. By the way, in the next chest, he found boots that provided 10% magic resistance. Okay, he was happy about it and, using cheats, rushed to Gilva to check how it works. In general, it doesn't work, although it should. When we destroy her unit, it then has the "summoned" status, and in theory, she should resurrect them in a smaller number, but there is absolutely no difference with or without the ring. The Exile ability is weak; it's only useful at the very end when there are many different small units and single units left, and when our mana is already depleted, so you can cast it a couple of times to get rid of them all at once – that would be useful, as it will save many turns and some troops. In general, I don't even know; I'll have to think about it.
Here, I don't know; Gilva's units are summoned by a script, so they probably have a different status compared to units summoned by spells/gates. And it seems that Exile itself is very weak
And besides, banishment itself is quite a weak ability.
Yes, it's rather weak, especially if only used at the very end when you don't need much power, but rather massiveness, i.e., speed. While we're slowly eliminating a few units at a time, this "mademoiselle" will waste a lot of our time. But it makes sense that it should reduce the summoning cost. Of course, the chance of someone else finding it on the map is very low, so it probably doesn't make sense to change it just for one instance. I just thought when I saw it that the author had created some new feature, and there were hints of changes related to Necromancers above.
Yes, it's a bit weak, especially if only used at the very end when you don't need much power, but rather massiveness, i.e., speed. While we're slowly taking out units one by one, this "mademoiselle" will waste a lot of time on them. But it makes sense that it should reduce the summoning cost. Of course, the probability of someone else finding it on the map is very low, so there's probably no point in changing it for just one instance. I just thought when I saw it that the author had created some new feature, and there were hints of changes with the Necromancers above.
By the way, yes, I completely forgot that it reduces the effectiveness of summoning. It's a good idea and quite feasible; we can implement it. Right now, the weakening of Gilva is more indirect – by reducing the mana costs from the dragon, you can dispel troops for longer; I personally almost always lost to her if I didn't manage my mana wisely, and then slowly succumbed to the plague.