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Posts from The Path to Balance Auto-translated

5.0 (1 rating)

Map details

Category
Map
Map type
Scenario
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#1
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Name: Path to Balance
Type: Scenario
Two-level: No
Size: Medium
Map authors: Artem Ganker and Loli Nikita Sinelnikov
Description: After losing many battles, Agrail realizes that his opponents have become stronger and sets out on a quest for an ancient, powerful artifact.
https://yadi.sk/d/QTcBhUMIlD6fOw
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#2
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The script has a lot of errors, so the playability is questionable.
Нет войне.
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#3
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Which one?

Added after 56 seconds
The main thing is that every Tuesday, demons come and the castle changes to an Inferno castle.

Added after 30 minutes
Well, on the medium difficulty, the map is definitely passable; I completed it in 4 months.
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#4
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only 1 trigger for the new day works, but there are 4 of them on the map. They need to be combined into 1. SetMonsterSelectionType doesn't work because sleep commands are needed after disabling the objects.
Нет войне.
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#5
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Thank you, I will fix it.
#6
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New map. Cool. Very good balance. At least at the beginning of the map. Now, about the bugs (I'll list them as I find them): - Cyclops don't attack me (they should attack by default), but cave dwellers do (although they should join me); - The map froze when I tried to change the city. P.S. The maps are getting better with each iteration. But what about fixing the bugs in the old ones?
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#7
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Okay, I'll fix it.

Added 43 minutes ago
Although, no, I won't fix the previous ones.

Added 1 hour 55 minutes ago
I've fixed everything; it seems to be working now.
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#8
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Yes, I agree, the level of mapmaking on this map is already higher.
Справедливость превыше всего, но милосердие превыше справедливости (Ольга Брилёва)
#9
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I finally completed the map. It also took me 4 months. Here are my suggestions: 1) Imps should be located near one of the towns, Cave Lords near Utopia (and possibly Archdevils near the main town of the Orcs), and they should be in a neutral state (preferably with the option to join them); 2) It's unclear why there are so many Orc towns in the central part of the map, especially those that can only be reached at the end of the mission; 3) They can't even be used for gaining experience, as there is a level 25 limit (which is not relevant for a single-player map anyway); 4) Somewhere around 81.65, there is a point where passing through it resets one of the towns along with the heroes inside (if Agrael is in the town, it counts as a defeat). It is recommended to remove this; 5) The lower-left part of the map feels a bit empty, and after the last Orc, Markel looks out of place; 6) Since the Dungeon is present, albeit smaller than the main map, it might make sense to move Markel and his companions there, adding another town or two; 7) The main hero receives reinforcements from time to time in the form of 25 Imps, 14 Cerberuses, 5 Succubi, and 1 Archdevil. If you upgrade the Imps to Devils or the Succubi to Demonesses, but still recruit the other types of troops, it starts to cause difficulties (Imps or Succubi arrive, but there is no space). Perhaps, like the "Goblin Aid" skill, it should be based on the creatures the player already has; 8) According to the rules, enhanced versions of spells are only given if there is a chain of "(Any) Irresistible Magic -> Arcane Wave," which makes the altars at 119.88, 118.33, 119.7, and perhaps 79.17 useless – without the "Lord of Curses," it is useless, and with it, a regular spell is sufficient. The altar at 122.12 does not contain any spells at all. P.S. The changes in the Orc towns look... a bit unusual, although beautiful. Perhaps they should be made a regular background instead of separate objects.
#10
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bug on the map
when you approach the Warmongers near the Necropolis, the only city is reset to level 1. This happens every time you step on a specific tile (and not just one, but several), meaning it happens repeatedly. You're bound to step on one of these tiles if you want to reach the castle – so how are you supposed to defeat the Barbarians when resources are limited and there's nowhere to go? As a result, you can't build much on your hero, and you simply don't have the means to defeat strong neutral creatures – and with this setup, if you don't get lucky with item drops, you can't progress. Also, the Mentor is invisible, and the Summoning magic is completely useless, as it just blocks the tile, although at least I got a spellbook. Never mind the Mentor if it weren't for the useless spell blocking the tile... (and even if it did, at least it could give improved troops, but that's secondary; resetting the city is a critical bug). By the way, only the first city was reset for me; in principle, it's a fair 1:1 match against the Necropolis, if you don't reset it, of course.

Added after 20 hours and 15 minutes
in general, if you fix at least the city reset when stepping on tiles near the Warmongers at the Necropolis, it would be a pretty good map for a short playthrough; this city reset is a major drawback.