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Posts from Walkthroughs for custom maps.

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In reply to Nasos
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Nasos
I have a question for the community regarding the hat bug. Whether intentionally or not, at least in one place – before the island with Kirra – Dandy used it. Removing the hat and then putting it back on using the hero exchange window gives a significant increase to mana points. I am now specifically replaying from the beginning to avoid inflating mana points to 116 when I need to get Dessa across the strait and then through all the battles, and ultimately set it to 117 at the pond next to the golems.
Is this an acceptable bug or a legitimate feature, similar to getting into a boat with slow units and then removing them?

Added 12 minutes later
In previous attempts, I used this bug/feature without hesitation. But here I noticed that after capturing the 141st castle on the water, after applying this trick twice, the LLB's mana points increase to 7k (and there is basically no limit). This seems like an inflation due to bugs, so I decided to replay from the beginning without it, since I used this trick for Dessa at 116.

Added 6 minutes later
But even excluding this bug, the pace will be slower somewhere, but that's okay – it turns out that I can take golden dragons at 141, which opens the way to Kirra and later to Sepello. At the expense of taking Inferno cities. But essentially, golden dragons at 141 are more important, because otherwise I would have to wait a week to get out of the starting area.

For the sake of comparison, I'd say use it in the same way.
In my case it was unintended, Dandy pointed it out to me well after the walkthrough was over.

If I were to replay it now, I would use the implemented fix to avoid these arbitrary issues. At some point after SoD_SP 1.16 is ready I want to do another map. If there is interest, several people could play the same map under the same "rules" and showcase the results - would be interesting read/watch ))
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Dandy

Regarding the unplanned manipulation of movement points before the island with Kirr - if you are comparing your playthrough to mine, you have the right to use the same things I do. To be specific about your situation, it is not necessary there, because even if you capture the Flux on Tuesday instead of Monday, you still have to wait for the growth from the Statue of Legion, and for the remaining available objectives - there will be enough time until the end of the week.
I am replaying from scratch (I don't even know which tenth time). Actually, the question only arose due to the seemingly initial impossibility for Dessa to loot the respawn without using the bug and still make it to the pond on 117, which is the basis of the entire subsequent strategy. As it turned out, that is fine, and the MP losses for LLB without the bug are heavily compensated later through development anyway. So I will finish the walkthrough without this manipulation.

Added after 2 minutes
And of course, you still cannot take the blue Flux, because we are farming the hero from the prison with DD and Fly
In reply to RoseKavalier
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RoseKavalier
At some point after SoD_SP 1.16 is ready I want to do another map.
Are you talking about your XL-map? As far as I remember it was 40% finished according to your words like a year ago. Is it still far from completion at the moment?
In reply to Nasos
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Nasos

And of course, you still can't take the blue flax; we are farming the hero from the prison using DD and fly
Exactly)
Nasos
I'm replaying from scratch (don't even know for which tenth time). Actually, the question only arose because of the apparent initial impossibility for Dessa to loot the respawn without using a bug and still make it to the pond on 117, which is what the entire subsequent strategy is based on.
Wait a minute, you aren't buying Vertigo on the second week? That's impressive! But how do you have enough enchanters to progress further? It requires 35 enchants there, and 2 enchanters shouldn't be enough, right? You can't bypass that column, can you?
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You can save Mr. Fat. He should buy Vertigo on day 8, according to the plan.
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wasn't this fixed in the latest versions of the map?
In my playthrough, it wasn't available after purchasing Vertigo, and it can't escape.
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Mr. Fat can escape during a battle with Sir Lock. Sir Lock doesn't have shackles.
In reply to Marlo_Stanfield
Marlo_Stanfield
Are you talking about your XL-map? As far as I remember it was 40% finished according to your words like a year ago. Is it still far from completion at the moment?
No, just some map... maybe Xiedu?

My map has progressed, but not in terms of mapmaking (if that makes any sense). The story has progressed (important part), I found some new puzzles and I made some mapeditor tools to help me later on. Playing maps helps me mapmaking more than making mods, so that's in good part why I want to run another map.

@Dandy
To enable Mr. Fat in tavern, there are some bugs that need to be executed - for example visiting town's garrison (not just entering town, go to top garrison bar) will add him to your hero pool despite mapmaker assignment, there are a few more ways - ask Rince. This bug can be toggled in SoD_SP, "Tavern Heroes", another unintended bug I used(
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In the German version 20.0, Fath escapes and can be bought back; I only managed to do it by attacking and leaving the Crystal Guardian in the town. No other scenarios in that specific save allow Fath to appear in the tavern.

Added 1 minute ago
More precisely, in many scenarios, Fath appears, but he replaces Vertigo, and after buying Fath back, Vertigo is somehow no longer there. This has already been discussed here.

Added 2 minutes ago
and the vodka is getting warm...

Added 40 seconds ago
sorry, I mixed up the forum with the Telegram channel.

Added 4 hours 54 minutes ago
Intermediate result on level 131. I doubt I'll replay this anymore; there's nothing left to improve. The bug was not used on level 116. Saves:
http://rgho.st/8cPNqcsmy
In reply to RoseKavalier
RoseKavalier
No, just some map... maybe Xiedu?

My map has progressed, but not in terms of mapmaking (if that makes any sense). The story has progressed (important part), I found some new puzzles and I made some mapeditor tools to help me later on. Playing maps helps me mapmaking more than making mods, so that's in good part why I want to run another map.
Is your map going to be the most difficult and complicated map that utilizes SoD possibilities up to their limits? You've posted some screenshots on HC and they looked... weird. :o
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Rins, how are you testing Paragon 3.0? Are you doing it independently, or through beta testers?
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I myself will only be able to attract someone's attention after playing through the game once or twice on my own from beginning to end, so that there are no obvious mistakes. But no, that still hasn't happened =]
In reply to Rince
Rince
Is your map going to be the most difficult and complicated map that utilizes SoD possibilities up to their limits? You've posted some screenshots on HC and they looked... weird. :o

I like experimenting with mapeditor, I have a lot more weird stuff than that screenshot))

Defining difficulty is not straightforward for me.
For example, I could make a fight that requires you to get 7x morale in 1 round with 7x luck and good RNG rolls. That would be incredibly low odds of winning without LMOracle... to me this is artificial difficulty.
Or killing 500 pikemen with 1 sprite, there is no more difficulty than in killing 15 ~ just carpal tunnel syndrome.
I don't like these things so I'm going another route, you will be challenged in multiple areas of the game. The style of fight will be more similar to Deeply Inundated Dungeon, at least in the beginning. Towards the end, I make no promises.

There's 3 big parts of the map, each with their own challenges.
*First is pretty much 'scripted' and linear, meaning there is a path and deadlines to follow.
*Then there is a semi-open development phase where the enemy AI is mostly static, not moving too much.
*Last phase, enemy (getting increasingly stronger as time advances) is free to move around and you have a lot of the map to cover.
I guess you could compare these phases to Metataxer's Revenge style of play.

It's going to be 99% playable with SoD; the other 1% is extra monoliths and some things coming soon™.
In reply to RoseKavalier
RoseKavalier
some things coming soon™.

winter is coming))
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Gentlemen, please share your experiences with overcoming Confluxes in custom maps. Specifically, my situation is as follows: "Unleashing the Bloodthirsty," 9th month, I wasn't in a rush, but I also wasn't stockpiling armies, so Phoenixes and Archers are causing irreparable damage to any of my stacks. I have all the spellcasters, but I don't have the Vulnerability spell, nor do I have fire magic. Also, the main enemy hero has somehow lost his Fairy, meaning the entire army is immune to Blindness/Berserk/Forgetfulness. I feel like I can pass by simply gathering troops, but this method is somewhat unappealing, and it's clearly not the method used when completing the map in 3-5 months.

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