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MasteR
In reply to MasteR
#46
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I was just about to write about the version I played on "Hero" mode, but it was cut. This is the right decision. My main hero reached the Guardians on day 1, week 4, month 4. The main Guardian had stacks of 3.9k Spectres, 1.5k Mummies, and a few more than 0.5k Liches and Knights. That's a bit too much. I liked the changes in terms of the narrative. I have some suggestions based on my experience playing. First, move the upgrade fort. Right now, it's very far away and located in a bottleneck. Any hero heading towards it is easily intercepted by opponents, and if the hero is already level 20, there's no need to go there. Throughout the entire game, my hero only visited this fort once. Second, add a sacrificial altar somewhere near the starting castle. This would provide an opportunity to accelerate development, even if only slightly. Third, I would like the opponents to feud with each other instead of constantly increasing their numbers and chasing the player's hero. The hero that can be recruited from the dungeon doesn't appeal to me much. He doesn't return to the tavern after defeats, it's difficult to develop him in combat (it takes a long time from the beginning until he's released), and he can't acquire special abilities.
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#47
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13ga
I was just about to write about the version I played on "Heroes," but it was cut. This is the right decision. My main hero reached the guardians on day 1, week 4, month 4. The main guardian had stacks of 3.9k ghosts, 1.5k mummies, and a few more than 0.5k liches and knights. That's too much. I liked the changes in verbal form. I have some suggestions based on my gaming experience. First, move the upgrade fort. It's currently too far away and located in a bottleneck. Heroes heading to it are easily intercepted by opponents, and if the hero is already level 20, there's no need to go there. Throughout the entire game, my hero only visited this fort once. Second, add a sacrificial altar somewhere near the starting castle. This will provide an opportunity to accelerate development, even if only slightly. Third, I would like the opponents to feud with each other instead of constantly increasing their forces while chasing the player's hero. The hero that can be taken from the dungeon doesn't appeal to me much. He doesn't return to the tavern after defeats, it's difficult to develop him in combat (it takes a long time from the beginning to his release), and he can't get special abilities.

Yeah, a useless hero is a minor issue, and there's essentially no point in freeing him, but having them feud would be cool! :smile13:

By the way, you can quickly adjust the "bottleneck" with portals... :smile26:
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
#48
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I don't even know whether to replay it or wait for the next set of changes. What would the author suggest?
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#49
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There are some interesting ideas and things to consider, but there will definitely be no changes in the next week.
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Одиночные сценарии Heroes V 3.1:


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#50
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Regarding suggestions: Since there are only one or two castles, not all the necessary spells are found. Therefore, it would be good to assign the following spells to the corresponding Temples: Haste, Slow, Wrath, Weakness, and Phantom. Haste would be especially useful near the first castle. And also: somewhere in the middle of the game, after completing a certain quest, my secondary heroes received a level up. The question is, why? The main hero needs to be developed, so if not a level up, at least his stats should be increased. Good luck to the author.

Added 28 minutes later
Yes, here's another suggestion. Ashu should be hidden not in the coastal area, but on land, i.e., somewhere in a convenient place for digging. It would be good to give the Prisoner artifacts that he could share with the rescuer. Even better if he had troops corresponding to the main hero (if this is technically possible). Among the necessary artifacts on the map, I would note the following: Bow, Quiver, Ring of Speed, Horseshoe, Lion's Crown, and Sandro's Cloak. Well, I think that's all for now.
#51
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And one more thing. The portal to the Guardians is completely broken. I've been struggling with it for two weeks, and nothing works. It would be great if it could be fixed.
In reply to Antik
#52
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I completed the new version of the map in 95 days, playing as a "hero" (Castle, Dugald). The version is indeed not very difficult. The first crystal guardian can be defeated even with autobattle; if played manually, the losses are minimal. For some reason, it didn't want to cast any spells. The second one is more challenging. Depending on the artifacts equipped, the difficulty of the battle changes significantly: it can be easy, or it can become an impassable wall. I don't like the design of the path to the final. If you don't play in one sitting, the 3-8 day countdown is an incredible hassle. Now you can leave the area with the crystal, but it doesn't give you much advantage. When there's an opportunity to leave, the strength of the guardians isn't visible. When they appear, there's nowhere to go: secondary heroes have been taken, castles have been captured, and flags have been removed from the mines. It's difficult and takes a long time to regain everything that was acquired through hard work. Therefore, it turns out as usual – save and load.
#53
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I played the latest version as Humans with a hero and completed it in 123 days (I got a Bone Dragon). If it weren't for the portal issue, I would have finished it at least two weeks earlier. I guess I'll replay it with other factions. Thanks to the author for creating such an interesting map.
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#54
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MasteR
If the regular version of the map seems too difficult, an additional version (l) is available – more resources have been added to the starting location, the guard of the sawmill, the mine, and dwellings of levels 1 and 2 have been weakened, the army of enemy heroes has been reduced, enemy heroes arriving in the first week have been weakened.
We don't expect this from you; on the contrary, many maps need more challenge. We need exclusively challenging maps. :)
Всегда играю на Г.
In reply to raspisnoy
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#55
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raspisnoy
That's not what we expect from you, on the contrary, many maps need more challenge. We need exceptionally difficult maps. :)

Well, there are maps from the respected comrade Dyrman - they are quite difficult to complete... I always got beaten on his maps! :smile13:
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
In reply to raspisnoy
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#56
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raspisnoy
That's not what we expect from you, on the contrary, many maps need more challenging elements. We need exceptionally difficult maps. :)

This is the first version of the map, and it is very challenging. Especially towards the end.
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Кампании для Heroes V 3.1 (Трилогия):

Пробуждение зла
Нашествие из Преисподней
Смена эпох

Скачать все кампании одним архивом: Яндекс.Диск Google.Диск

You can download the set of 3 Campaigns (English version) here


Одиночные сценарии Heroes V 3.1:


Незваные гости
Красный кристалл
Синий кристалл
Закат тьмы

Мультиплеерные карты для Heroes V 3.1:

Легендарная война
Сердце вулкана
Передел мира
In reply to Antik
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#57
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Antik
It's better to hide the Ash in a convenient location on land, rather than near the coast.

There are many places where it can be buried.

Added 1 hour 30 minutes ago
The map version in the header with the theme has been updated. Changes:
1) The Fortress on the hill has been moved closer to the starting town;
2) A sacrificial altar has been added near the starting town;
3) Now, over time, the interval between the appearance of enemies will gradually decrease;
4) An alert has been added to notify the player on the days when the portal is "working correctly";
5) The army of the "small" guardian has been increased;
6) The final message has been supplemented;
7) The hero in the dungeon has not been changed, but now he can be freed without breaking through the guards;
8) Other minor changes.

Most likely, there will be no more changes for this map.
Кампании для Heroes V 3.1 (Трилогия):

Пробуждение зла
Нашествие из Преисподней
Смена эпох

Скачать все кампании одним архивом: Яндекс.Диск Google.Диск

You can download the set of 3 Campaigns (English version) here


Одиночные сценарии Heroes V 3.1:


Незваные гости
Красный кристалл
Синий кристалл
Закат тьмы

Мультиплеерные карты для Heroes V 3.1:

Легендарная война
Сердце вулкана
Передел мира
In reply to MasteR
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#58
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MasteR
This is the first version of the map, and it's very challenging. Especially towards the end.
Thanks. I took it. ...I'm currently stuck between medium and low difficulty. I'm thinking about which one to try first and whether I can handle two opponents. It's getting tough.
Всегда играю на Г.
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#59
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Phew... I made it through without any losses (4 specters returned). I played using a hero. I completely dominated in the final stage. The AI messed up: after a couple of its spells failed, it started attacking my reapers (banshees) directly, even though it still had about 130 mana left. This gave me time to revive everyone. Since the goal was to complete it without losses (I didn't know it was the final stage), I took two debuffs for its darkness + counterspell and the Sar-Issa set. It countered my summons with vampirism until I transformed into one of them. Mass slow, mass dispel, and then a tedious summon with endless revivals; the tactic was to drain its mana, but at the same time, it was mindlessly taking down 2 banshees at a time from its hand. The last battle, as I realized later, was just one: (Everything makes sense... returning through a weak point means losing everything.)
Most likely, there will be no more changes to this map.
I have a comment/suggestion: the map lacks a magic fountain (for example, you could place it in the final dungeon instead of a fountain), because other factions might run out of mana (I was playing as undead). The artifacts are perfectly balanced... they don't give a significant advantage. P.S. The difficulty is good (no need for more, it's already tough on EWA :smile54:, but I'll definitely try hard mode sometime). Thank you for two great evenings. The screenshots show my main hero before the final battle.
Всегда играю на Г.
#60
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I replayed the latest version again, choosing the humans (main character - Vitya the machine gunner) and playing on hero difficulty. I completed it in 101 days (and received the Arcat dragon). Well, what can I say? The map is fun, lively, and requires a serious approach. The Crystal Guardians seemed a bit overpowered compared to the previous version. I defeated the strongest opponent with difficulty: he has incredibly high initiative, harasses with his dark spells, and for some reason ignores the Blade Dance skill. And at the end, he did something that prevented my monks from shooting (even though they were under antimagic and had a bow with a quiver). In general, it's strange. Nevertheless, thank you to the author for a very interesting map.