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So, a review of the map The Lone Knight:
1. Plot, events, quests, artifacts, etc.:
- the map has a structure, following the storyline with the necessary information delivered in an optimal balance of plot reveal/hints/volume/frequency
- events on the map are well thought out, and the text contains hints (like with the clover of luck)
- with quests and artifacts, everything is much trickier and more complex; essentially, a whole system is built, dictating where and what must be brought, but this also creates a situation of alternatives and choice
I specifically completed all quests except the 9999 skeletons and the final one for the mage's well, since I wasn't playing as Necro and had no way to complete that quest. In principle, not all quest artifacts need to be turned in immediately, nor do all quests need to be completed (as soon as you get the Golden Bow, it's better to wait and not turn it in right away for 15 sp or for the component of the Sniper's Bow, but to use it in subsequent battles and then turn it in as needed
for example, after handing in all artifacts for all the quests I encountered, I was short a necklace + duration for the final quest for +200 Wizards
quests to obtain non-native creatures can also be skipped if you don't use them...
original author's ideas and their implementation:
1) obtaining the Pendant of Total Recall (PotR), the PotR is assembled just before the last three AI heroes and one neutral stack, but if you really try and cleverly slip through to the brown player, you can fight almost all battles with him using the PotR, but this requires a lot of effort, although even these few battles are enough to get an incredible number of Liches (even if you're not playing as Necro, one of the freed heroes is an expert in Necromancy, which will allow you to make several thousand Liches from even a single battle with Necro-horses)
on one hand, the author didn't allow such an artifact at the beginning or middle of the game, but also didn't limit players in their final battle capabilities, and even provided the possibility of keeping the PotR until the very end
2) guardians of passes to creature dwellings for artifacts: this is original, I've never seen anywhere else where a simple external Monastery requires a Titan's Thunder, and for a Portal of Glory, especially at the very end of the game, nothing less than the Power of the Dragon Father
3) the Power of the Dragon Father, if you don't give it up for the Angel Portal, which you can't really use effectively (the growth boost isn't that significant), then the point of the Dimension Door quest and the exchange of the Statue of Legion for the Power before the final battle is lost
the Dragon set is offered as protection from the Armageddon of the last two Dragon Guard heroes and the final villain. So, by turning in the PotR, we get the Armageddon's Blade, which is precisely what protects against this spell in battles with them; plus, the Power complicates the fight because losses are not resurrectable, and units cannot be enhanced in any way
4) not entirely clear from a gameplay logic perspective, but understandable from the storyline: a hero is completely locked away in a dungeon prison on cursed ground, i.e., you fly in at the very end via DD, free them, and that's it, forgetting about the hero with DD... it looks original, but from a gameplay standpoint, it's pointless and useless
5) there is no Sphere of Vulnerability anywhere, and it cannot be obtained. Here, a huge plus to the author for this!
most maps sin by giving the player the Sphere, after which a true paradise for mages begins with essentially no problems, only mana consumption and nothing more. But here, the absence of the Sphere genuinely creates difficulty
for example - how to counter Titans in the upper corner with the Sniper's Bow on the hero? Classic options like Forgetfulness, Blindness, Berserk, blocking, rushing with all stacks, etc., don't work. You just have to take the damage. This also applies to battles against dragons, and additionally, inconveniences are created for the player (Conflux and Dungeon with Black Dragons suffer)
6) the incredibly large number of Statue of Legion parts, when properly placed in the right towns, provides a significant growth bonus, which is certainly pleasing
7) the Grail is given quite simply and immediately. It would probably have been better to make obtaining the Grail more difficult, offering a chance to get it earlier along the progression path, but the author gives it very simply and doesn't dwell on it (again, Necros benefit because the Grail enhances Necromancy)
8) emphasis on shooting, using Snipers and Wizards in battles; this is more of a feature. In principle, it's possible to complete the game without them, and it becomes markedly easier with them,
I myself gave in and played the final battles with Wizards
9) hit-and-run against enemies is possible but completely optional, not excessive, but if your level doesn't allow it, you can weaken many enemies with hit-and-run
9.5) the battle for the town on cursed ground: it turned out original and interesting, not difficult, but it refreshes and stands out from the rest
10) the experience quest after defeating Red allows you to level a new hero from 0 if the old ones don't suit you. A bit late, but still a very good opportunity (I used it and got an ideal Kyrre hero, but I still didn't switch from Ciele)
2. Heroes, balance of sides, map possibilities:
- heroes: some are prohibited for recruitment by the player, but not all. Many enemy heroes can be hired easily; they often show up in the tavern after you fight them, and this is a significant downside
I managed to hire Prime Minister, Solmyr, Neela, Styg, Müllich, Boragus, and many others
In my opinion, all such heroes that are strong and designated for the AI should be disabled for recruitment by the player; otherwise, it introduces some changes that simplify the game
Looking in the map editor, only Roland, Aine, Lord Haart, Luna, and Labetha are prohibited; all others are allowed, but not all of them appeared in the tavern for some reason
- enemy hero skills: overall, everything is thought out and calculated for specific situations, except for one hero: Drakonia, this is the penultimate battle. Besides the fact that the hero is again available for hiring, she is given Artillery and Ballistics skills, even though she stands in place with dragons and is a completely fixed hero
Or does the author expect someone to play the final battle with Drakonia...?
- balance of development depending on choice: the map is clearly designed for playing as Necromancers, both by story, progression, and heroes. Everything comes down to this, but it's playable for the other three factions as well. However, I'll cover all four.
Each is given two starting heroes: one personal with specialties and two or one advanced primary skill(s) (Adela for Conflux), and the second hero is the same for all, with Logistics and Pathfinding. So,
1) Necros with Prince Jaska (skills: Necromancy and Leadership). A very successful combination on one hand, as it allows combining different races and Necro troops without any problems.
The most logical, perfectly fitting the map's plot and narrative, and also the easiest and slowest completion. With battles against thousands of creatures in a stack, the presence of booster structures should significantly and massively increase the Bone Stack.
Apparently, this is why the author shortchanged the Necros and gave them three towns instead of four, like the other races.
Because of the slow units and the need to drag around a horde of Skeletons, which even with +3 speed artifacts and a Skeleton specialist aren't particularly fast, and keeping the main hero boosted is not always possible.
The respawn is inconvenient, and they are slow in the early stages, as you have to reach Ghost Dragons first. Until you engage the enemies, you won't have the first turn in many battles. But later, the further you go, the easier it gets, and more and more Skeletons appear, making battles many times simpler. Since the main damage stack in the long run is Skeletons, the starting hero is preferable as the main, provided they don't get Eagle Eye or other such 'joys'.
2) Dungeon: starting hero Mutare gives +5 Attack/Defense to Dragons. Good on one hand, but on the other, if we don't use dragons later in the game, the hero's specialty loses its point. So, I would consider another hero as the main.
Dungeon is excellent throughout the game. There's Mana Doubling, so you won't feel a shortage or deficit from the start. There are shooters and good units, 4 towns, and a perfectly normal respawn, like Inferno and Conflux. However, there is a significant feature: Black Dragons...
How to preserve them in battles without suffering heavy losses remains a mystery (or use Red Dragons and upgrade to Black at the very end of the game).
3) Inferno: starting hero Xeron with increased speed for Devils looks great. In general, under buffs, with Anti-Magic and behind Force Field, many AI heroes will fall apart very simply and without much fuss. Overall, if considering a speed run, this is the most preferable option.
The map is great for Demon Farming, but it involves a lot of strict micromanagement, more for fans of exotic perversions, but I don't rule out that it can yield an effective result.
4) Conflux: Adela with Bless on Elementals, given their damage range, simply works wonders. Overall, the fastest and most painless start.
Gremlin Peasants from the start allow for terrible things; later, you always get the first turn in battles thanks to Phoenixes.
But only until serious encounters with the AI... In no serious battle were the non-resurrectable Elementals used, and I don't think anyone will use them, unless you can complete the battle without losses; then they will go without losses.
Later, after capturing AI towns, you can use their units, so there is more than enough variety for combinations and mixes.
- Despite its linearity and confinement, the map doesn't feel static, dead, or monotonous. It presents significant diversity with many options for the player.
My Walkthrough:
I already described the walkthrough up to Month 6 Week 1 Day 1. No particular problems, I cleared everything with Phoenixes. Then continued with Phoenixes as a Mage. Everything up to the encounter with the Prime Minister I can call a walk in the park – interesting, not easy, somewhat monotonous in places, but a walk nonetheless. However, the battles with the Prime Minister and King Lardes made me reconsider troop options and switch to Snipers and Wizards. After failed attempts to crack the Premier's castle, I reconsidered my position and gave in, took Snipers and Wizards, but made a key mistake – I took Black Dragons into battle when I should have taken 1-2 Azure Dragons, so that after casting everything with Armor of the Damned, we would have a turn and our army wouldn't be shot to pieces in one round.
Because if there were Black Dragons in the battle with the King, I wouldn't have had to resort to cheating... the only case of using hit-and-run!
The King was defeated with the following tactic: 6 heroes with the strongest magic, including enemy Prime Minister, Solmyr, Styg, attacked the King with 1 Gold Dragon and spammed Armageddon or Implosion at the Wizards and Titans.
After that, they were recruited from the tavern and went back into battle (thankfully, there are plenty of towns; by stationing heroes in garrisons, the pool was very small (strangely, many heroes, even those not banned, simply didn't appear in the tavern).
I reached the King on Month 6 Week 4 Day 4 (later, with additional recruitment of troops, it becomes quite passable, but on 6-4-4 it felt a bit weak, plus some troops hadn't been recruited from towns yet)...
Unable to defeat him in a fair fight (Titans with Sniper's Bow, and cloneable at that), I came up with this option, and this rampage continued for a couple of weeks, allowing me to completely wipe out the Titans, Wizards, and Snipers (although reducing them by half would have been enough for comfort, but I couldn't stop the process)...
After that, there was no particular difficulty before the Mage with 3k mana.
I fought the final battle with Armageddon's Blade, eliminating the Alliance so they wouldn't use Armageddon, having previously defeated Drakonia using only Phoenixes.
Result: Victory on Month 7 Week 3 Day 2 or 184 days (I didn't make it before day 180, when the AI receives reinforcements), which earned 494 points.
About the Map, in Conclusion:
IMHO, the skills needed on the map are: Logistics, Tactics, Armorer, Archery, Earth Magic, Water Magic, Wisdom. The eighth skill can be chosen situationally based on taste (Fire Magic, Intelligence, Offense, Air Magic, Leadership, Ballistics [lots of siege battles, and controlling the ballista provides several advantages], etc.).
Although it's an RPG map for a single hero, it's necessary to have two or three well-leveled heroes who visit stat boosters and are somewhat diversified, i.e., having a hero with expert skill in something different from the main, like Fire Magic/Ballistics, etc., to allow for combining and optimal battle completion.
I dislike a bit that the signposts directly indicate what is quest-related and what isn't. In my opinion, the sign should be more woven into the story, and what's important or not should be subtly delivered through events, not directly: 'This is a quest, that is not...'
The visual design is top-notch; everything is very logical, organically made, fits the author's idea, doesn't catch the eye, doesn't stand out with ridiculous contrast, but instead looks quite beautiful...
In the end, I understand what inspired Rincewind when he made his great Paragon))
Overall rating, I think I would confidently give this map an 8.5 out of 10. It's very well-made, thought out, with soul, but there are a few shortcomings regarding the availability of heroes, the variability of quests, and also the enemy being locked away. We destroy the AI quite quickly, which could have come out to the player on its own. If this had been prolonged, there would have been more interest in the walkthrough, as it would have added some strategic element, however modest.
Separately, regarding the bug/glitch with Ignissa: to avoid it, you need to sail over, open the prison, then switch to Ignissa and perform the exchange with Ignissa. Then she will re-learn everything and enter the game normally.
Tips for mapmakers for more or less interesting battles:
- Remove the Sphere of Vulnerability
- Add enemies with the Power of the Dragon Father
- Battles against Titans with Sniper's Bow (with different troops, of course) without the Sphere of Vulnerability are genuinely interesting
- Don't completely lock away the AI; separate it with a tent or a guard from some area through which it can reach the player, and then make it so it can periodically break through to the player, so the player not only has to defeat the visitors (also not without an army) but also think about how to prevent them from reaching the tent and thus hurry to eliminate the AI before that, stopping the raids. Not the current situation where the AI sits behind one-way portals, quest guards, and gates of all colors, just waiting for the end.
- Use events to give the AI towns troops and, crucially, gold, giving slightly more than needed for the recruitment cost of those troops in a separate town.
- Carefully consider which heroes to ban; otherwise, it either makes life too easy or kills the author's original design for the map (this applies to story-driven, RPG, and similar maps, not open strategy scenarios).
- Think about paths, routes, and hints for players to maintain interest on the map (the editor kills a lot of the exploration and map discovery aspect, but it should be possible and interesting to run heroes around the map without it).
P.S. I'm posting screenshots
the ideal hero on this map, in my opinion
screenshots of the final battle and the map result