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Posts from Heart of the Night

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I'm almost certain that the heroes' invisibility is related to mods that add extra heroes or creatures – modders often use empty models and apply effects to them.
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In reply to vadim_t
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vadim_t
fulfilling certain conditions by the player. One wrong step – and you're done.

Well, it's a great RPG, with quests, battles, and all that.
There are also options for creativity, although, in my opinion, depending on the difficulty level, there may be fewer of them.
With Greta, you need to think and choose the right skills. Luckily, there's a good mentor in the basement. If you don't give your hero certain skills, you might run into problems, or at least, they will definitely become a problem, the question is to what extent. You need to choose skills and fight in such a way that the battles are won with minimal losses, or with minimal casualties, like with nymph kamikazes. You need to plan Greta's journey so that at the beginning, you can level up as much as possible and get the Phantom and Resurrection spells. The first one might appear in the city right away, or it might not. It's generally better not to lose archers and druids.
Looking back now, I realize that I didn't really use dragons at all, i.e., they could have been left unbuilt and unbought, and the Ents were only useful in the battle with the last Necromancer. So, you can save them up but not buy them, and you don't need to spend resources on upgrading the Dwelling.

Here, I'll write a suggestion for the author - it would be good to place some kind of mine near the castle so that you can temporarily store unnecessary troops, and then you can deploy nymph kamikazes, which are very useful. There are mines near the gates, but that's too far away, you need one closer. And then you can make the Necromancers even stronger:smile51:, maybe not the Engineer and Gilva, but others. Or, if you don't upgrade them, you can add another quest; I can write the idea in a private message...
And another mine for Carlam DOWN near the one-way portal when we entered the catacombs - for the same purposes, to sort out the troops. I completed Turgal without losses, using only yellow Rakshasas and regeneration, but before that, I maxed out Carlam's light skills.

Unicorns, as children of light, are also needed because they can be a good combat unit; they just need divine power, and then their damage will be great. There will be someone to resurrect, and the unicorns will copy themselves.
These dancers – it feels like I only used them to deploy them and 1) determine the turn order based on the initiative scale, 2) liches or Gilva would shoot at them or cast some nasty spell on them instead of the archers, i.e., to distract them.
Maybe it's better without them – you need to try, but for that, you need a mine near the castle, maybe a wood one, because there's a shortage of it later when you create mini-units. This is so that you don't get stressed, but feel comfortable.

And that's it, if you remove at least the dragons and Ents, you can deploy nymph kamikazes, and they will boost morale and move Greta forward, i.e., we can even increase our initiative. You just need to coordinate everything.
In principle, I think there is enough room for creativity with Greta, because you need to approach each Necromancer individually and think about how to deal with them best. Maybe you should add a couple more Necromancers for her, otherwise she'll be bored at the end))
In reply to vadim_t
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vadim_t

In the case of Orris, the mandatory conditions are:
1) Having the "Dragon Eye" ring. Then, the blue archers shoot first and eliminate the skeleton archer stack.
2) Greta having the "Arrow Shower" skill, preferably with an enchanted arrow.
Desirable:
1) Greta's development - having a mass evasion skill that can be cast at the beginning.
2) Visiting all the upgrade locations on the correct days.
3) Prioritizing the elimination of all archers from Orris, and if successful, phasing your own archers. At the same time, elementals should also be eliminated first, as they do not disappear when the rest of the army is destroyed.
4) An unpleasant surprise for Orris is Greta having "Elemental Equilibrium" - water elementals appear, which are effective against phantoms.
If these conditions are met, as Miru-mir wrote, everything is easy.

Here is my Greta before the battle with Orris.
Point by point:
1) The Dragon Eye increases the initiative of the archers - it's a must-have, and it works great with the Dragon Crown. Ideally, Karlam should acquire the ring (which requires some effort) and give it to her. This is the easiest way. But again, this is a matter of creativity - you need to think about how to develop Karlam so that the start is as easy as possible for him. I gave all the artifacts to Greta, except for the clover, and under no circumstances should you sell the Armor of Fearlessness! It's very useful, even though it's cheap. I had to replay a large part of the map because of that.
2) I didn't use Arrow Shower at all, nor did I use the enchanted arrow. The priority is to increase initiative, i.e., I would rather spend a turn on mass acceleration, and maximize Dragon Eye, and then the accelerated units will demoralize faster, plus the phantom effect. And Greta sympathizes with them. In general, while the poor necromancer is still doing something, we can already destroy a third of his army.

1) Greta. Storm Wind is definitely essential everywhere - it's effective against dragons, vampires, and ghosts. Naturally, Wrath - you must accelerate in every battle. And Blessing - this is mass spell removal and Divine Might on the archers = unicorns, children of light. That's it, 3 perks.
I didn't take protection (mass evasion), including in the battle with Orris, because if we increase the initiative, then by the time his archers (sworn enemies) take their turn, not much will be left. Well, he might shoot half a stack of liches at the fairies (we'll resurrect them), and the phantom will shoot at our phantom. There are no problems at all. The fire elementals might shoot once or twice.
And while the ghosts and vampires are slowly approaching under the storm, we will already have eliminated them.
2) Yes, in the "random" Sanctuary, initiative is available on Fridays.
3) Yes, the archers are sworn enemies, we eliminate the liches, maybe not all of them, and the skeletons, and that's it.
4) I didn't take Elemental Equilibrium. I took Misty Veil - this will also slow down the liches and skeletons at the beginning.

Regarding Karlam, there are also options for creativity. For a quick start, I took Machines and Chaos. We need ice to slow down enemies, ballista for damage, tent and regeneration - to save troops. Education and Coexistence are tempting, of course, but I took Enchantment and Attack (shooting and ballista). And that's how I passed through to Turgal without any problems. In my opinion, without Machines, we won't be able to destroy the horses to capture the ring and give it to Greta. And she needs it so that she can quickly eliminate everyone.
His journey is, of course, standard, but there is also room for thought to avoid being caught by the demon and to plan the route.
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In my opinion, Karlam has potential in any build. Logistics are a must-have, though. In tests, I mainly played with summons featuring double wasps/hives/phantoms; I also tried it on Darkness – it's a bit more challenging at the beginning, but then double clones work very well. I even tried a pure combat build with attack/leadership/light magic, and it also worked well.

Greta has two development paths: a default build designed for quickly eliminating enemies, and a chaotic one, which is even more effective because the Druid's Channel also buffs the Daughter of Silanna. Both options allow you to comfortably complete the Necropolis campaign.

So, there are no particular limitations in the upgrade path. They exist in terms of obtaining certain spells and moving around the map, but I've already explained that these are story-related limitations – we end up in an unfamiliar area, and we are pursued by a much stronger enemy – naturally, every mistake can be very costly. Of course, this concept may not appeal to everyone, but it is impossible to please absolutely everyone.

Regarding changes – I don't plan to make any changes to this map for now; I'm busy working on the sequel. More precisely, I don't have any ideas about what I can add or change. If anyone has any suggestions, please write them down; maybe I'll implement something.
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you can do without a mine; the upper garrison of the city serves as a mine; the main thing is to fill all the cells at the bottom (and make sure there isn't a single type of creature at the top that exists at the bottom) - I used this when I failed to defeat the first Necromancer; it works. It doesn't work if you need to capture not all the sprites, but specifically 1-4, but then the option of changing their upgrade doesn't work for me; I always need sprites anyway)) (although my blue sprites are very enhanced by a mod, the yellow ones not so much :)

Otherwise, the map is excellent; adding Necromancers would definitely not be superfluous, although after the tactics, you need time to recover; two weeks later for the next one is too soon.
In reply to vasik
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vasik
True, after using tactics, you need time to recover; attempting another one in two weeks is too soon.

After clearing the basement, you can do it every day, or make sure you have enough turns to run to the mentor and back, collecting all the one-time buffs. The problem is that Greta might be too strong, but that can also be solved.

Added 20 minutes ago
vasik
You can do without a mine; the upper garrison of the city is essentially a mine.

In principle, yes, but depending on whether you're exposed outside the castle or hidden, the initiative scale changes. It's a matter of what's more convenient, and you might have to experiment and juggle units, but the point is that it's different at the start of the battle. I don't know why.

Added 6 minutes ago
Gerter

Regarding the changes, I'm not planning any for this map for now.

Well, at least put a mine in the catacombs, or a garrison, between the portal and the hydras, so you can deploy troops. This is purely a tactical thing. If you really want to, you can run to the nearest mine at the top (where the blue gems are?), but that's a lot of running, so what's the point?

Added 7 minutes ago
Gerter
The default build is designed for quickly eliminating the sworn enemies, and the chaotic one, which is even more effective because the Druid channel also buffs the Daughter of Silanna. Both options allow you to comfortably defeat the Necropolis.

That's true, but the chaotic build ends up creating problems for ourselves, which doesn't seem very heroic in the current situation. I've already tried it. If you upgrade it significantly and compare, the chaos build won't work.
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Well, you could add a forgotten Turgal in the dungeon, that would be good. But if you do that, then you need to adjust the rest as well. I think then you should tweak 3-5 Necromancers and Baal, not in terms of troops, but in terms of their behavior in battle; and buff the last 2 battles of the map. Anything else?
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Added 6 minutes ago
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Gerter
well, you could tweak the abandoned Turgal in the underground, that's true. But if you do that, you need to adjust the rest as well. I think then you should tweak 3-5 Necromancers and Baal, not in terms of troops, but in terms of their behavior in battle; buff the last 2 battles of the map. Maybe something else?

well, the Engineer is fine as he is, you don't need to touch him, and the same goes for Gilva, because she's a pain and it's already tight there. But Orris, Clemira, and Mardakor -
the main thing is not to overdo it, so that we don't lose our initiative. If we lose it, it will be much worse. It would also be good if Clemira didn't lower her Defense below what it is now, but you can think about the rest. But without a counter-spell, I wouldn't even go near her, it's not worth it.
Mardakor's speed is also tight, maybe by one square. It's very unpleasant - he casts spells randomly along with his beam, and you have to replay to prevent him from casting it... but then again, he's the last one, and losses there aren't important, so...
that is, if you don't use the ideas that I came up with and described above, it will be difficult, and I doubt that Chaos will be able to handle it, the scope narrows again. But if Greta is just a standard elf, that's fine.
we need to test, will old saves work on the new version?

the last 2 battles are where Greta is and the final battle? In the final battle, if you don't realize that you need to throw swords at him like a wall, it's difficult. I spent a long time trying different combinations, and mass berserk is terrible. As for where Greta is fought, that's up to you. If you don't strip her and give her a bunch of weak units, it will be difficult, I think. She will cast Heavenly Shield on everyone, and I didn't even try. Baal, when Karl fights him for the first time, there's nothing particularly difficult there, but again, you need to do it without losses.
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I probably didn't explain myself clearly. My Greta is level 27, with Elven Luck and maxed-out Light Magic skills (Haste, Storm Wind, Blessing), meaning she knows Rain of Arrows and can clear the area (she has Dragon Eye). Just to reiterate, she has +6 Morale and +9 Luck (and an additional +2 in the castle). But the Necromancer goes first (!) and immediately casts Phantom Form on all his archers and summons elementals. Seven shots in the first turn, and that's it. Could someone please share a replay of the battle? I'm having a hard time believing it (although, most likely, I did something wrong).
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Off-topic. When I read "Mir-mir," I feel like adding – and the soldier gets discharged.
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I don't understand what reward I received for completing the "Secret Paths" achievement. I checked, and I opened everything, but I missed the bonus for this...WTF
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raspisnoy
I don't understand what reward I received for "Secret Paths." I checked, I opened everything, but I missed the bonus from this...WTF&
Was there a message about completing the quest? And what does the quest description say – how many need to be opened? The reward there is the Sar-Issa Robe.
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Over the weekend, I replayed the start of Greta's scenario up to Ainurel, and the battle itself, just for fun, with the loss of 3 nymph kamikazes. It turned out to be interesting. I took as many one-time buffs as possible, resulting in +5 to both Attack and Luck, and on Friday, I added Initiative. The Dragon Ring is a must-have. Essential perks: Wrath + Storm Wind, Coalescence, and Ranged Attack are also good. There will be enough summons to learn Phantom. In principle, if you take Sorcery and Wisdom, you can also learn Phantom, and the hero will move even more often. But there's enough here already; on the first turn, I managed to create a Phantom and destroy all 3 of his machines. For the battle, I deployed Archers, Druids, 9 Dragons, and Nymphs, plus 3 kamikazes to block the gate. The rest were sent to the mine to extract ore for Moriton. The humiliation of Ainurel is attached.
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Gerter
Was there a message about completing the quest? And what does the quest description say - how many open ones are there? The reward there is the Sar-Issa robe.
I have pajamas))), sorry... I guess I overlooked the rewards. Author - the map/scenario is simply amazing - even though I'm playing it as a Warrior, after a rather difficult start and leveling up Greta from 0 (she was leveled up without Carlam's mentorship), I decided not to show off. In terms of interest and content, I can hardly remember anything similar. I would take someone like you into the development team. I think I could even beat it on Veteran difficulty - but without the forum's help, it's impossible to complete blindly due to the obscure things (not everyone will be happy to replay a lot of game hours). There should be a more detailed FAQ/guide for it. P.S. I have EWA 2.7.1 without any fancy AI. But the regular creature packs really got on my nerves. Some texts don't fit https://c.radikal.ru/c25/1901/4d/c3d07dd72880.jpg I have a question: I killed Klemir - I already have the Beacon in the slot. The gate seems to be open - but it's closed)). As I understand it, I need to defeat Baal now. I don't understand what cloak they are talking about? What artifact should I equip for the battle? I have Sandro (also not obvious... the tree just hints at his intelligence (Darkness?). Will he switch from Light and Summoning to Darkness? Greta has the Cloak of Silana. The Staff of Sar-Issa? ... I don't know what to focus on - should I fight him wearing one item at a time? I have a ton of them. After the battle, will there be more undead or a happy ending (then what is the Tear for?)? If you answer, don't worry... this is not a wild spoiler - it's NECESSARY for a comfortable playthrough! Few people like sweat/blood/and tears - there's enough of that in the game anyway. So why hide the conditions for victory behind spoilers? Not everyone here is a psychic)). Once again, thank you for the map - but it needs improvements (text-wise). P.S. I didn't wait for an answer, I defeated Baal with one Beacon (I still don't know what the second artifact is), and I don't even need the Beacon either (I didn't find any spell for raising troops in the book) - I won the battle thanks to the mini-artifacts for defense + initiative + 79% resistance to spells, and the main character cast Counterspell only once (I didn't risk it after the first genocide). The "Darkness Rising" quest immediately failed, and Carlam became a demon with one one-eyed dog in his squad. Is that supposed to happen? Is the quest failed? (although there's still a lot of time, and the intro has passed + the quest - so you must have planned for this outcome) then what? Should I wait for Baal to attack on his own? This is what makes you angry instead of enjoying the game. The quests lack specifics about what they want from me! I spent several days on it.
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raspisnoy
I have pajamas))) Sorry, I must have overlooked the bonuses received after the battle. But I won't use them. The author, this map is simply amazing – even though I'm playing it as a Warrior, I can hardly remember any other maps that are as interesting and full of content.
I'd take someone like you on the development team. I think I could even beat it on Veteran difficulty, but without the help of the forum, it's impossible to complete blindly due to some obscure things (not everyone will be happy to replay a lot of game hours). There should be a more detailed FAQ/guide for it.
P.S. I have EWA 2.7.1 installed without any fancy AI. But the regular creature packs were a real pain. Some texts don't fit https://c.radikal.ru/c25/1901/4d/c3d07dd72880.jpg

I have a question: I killed Klemir, and I already have the Beacon in the slot. The gate seems to be open, but it's closed)). As I understand it, I need to defeat Baal now. I don't understand what cloak they're talking about? What artifact should I equip for the battle? I have Sandro (also not obvious... the tree just hints at his mind (Darkness?). Can he change from Light and Summoning to Darkness? Silana's Cloak is with Greta. Sar-Is's Staff? ... I don't know what to focus on, what to equip before fighting him? I have a ton of items. After the battle, will there be more undead, or will it be a happy ending? If you answer, don't worry... this isn't a major spoiler – it's NECESSARY for a comfortable playthrough! Few people enjoy sweat, blood, and tears; there's already enough of that in the game. So why hide the conditions for victory behind spoilers? Not everyone is a psychic)). Once again, thank you for the map, but it needs some improvements (text-related).
You need to equip Sandro. All the hints point to the fact that to win, you need to "break Baal's mental defense," which is essentially the property of the cloak. It's just that such an allegorical form is used. Regarding the texts not scrolling to the end, I don't know; maybe some mod from the build is affecting it; everything is fine with that for me.
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