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In reply to }{0TT@6bI4
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5 years ago
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}{0TT@6bI4
There are some comments: antimagic on everyone except cyclops is overpowered, especially if applied at a skilled level, so the question is – at what level is antimagic applied? Also, why not make the background of the character icons transparent? I think it would fit the style of the game better.
If I'm not mistaken, it's on the expert level.
I might make the background transparent sometime, but it's not critical right now.
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5 years ago
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Isn't it a bit excessive at the expert level? The same special ability, "Incinerator," is useless against it. In other words, this specialization completely protects our creatures from magic, which means there's no point in leveling up the Darkness and Chaos resistance...
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5 years ago
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After all, the screenshot says "One of the units". Is this information outdated, or did the person asking and the author misunderstand each other? If it's as shown in the screenshot, it doesn't look like an overpowered unit; quite the opposite, in fact.
In reply to Ment
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5 years ago
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Ment
That's because the screenshot says "One of the squads." Is this information outdated, or did the questioner and the author misunderstand each other? If it's like in the screenshot, then it doesn't look like an overpowered unit, quite the opposite.
Everything is correct. It's just one random squad. It's far from being overpowered.
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5 years ago
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My apologies, I didn't notice.
In reply to }{0TT@6bI4
5 years ago
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Rupert won't last long on this map; he's a burden to the player. It's obvious, you don't even need to consult an oracle, just think a little. Horses appear in the Human castle towards the end of the second week, so the main character will have to deal with the first wave of attackers without any bonus. There are always significantly more besiegers than the castle has defenders, and only an adventurer would rush into melee combat; horses won't be of much help. Given the constantly deteriorating castle and capital, it's extremely difficult to find the money to train horses. Therefore, even by the end of the game, Rupert won't have a large, combat-ready unit to face the main opponents. And neutral creatures can be cleared out with any hero, especially since there's no fear of losing them and suffering a defeat.
Astrid, having lost the ability to create Phantom Titans, won't have an easier time either. I haven't seen many posts in the thread about her previous carefree life.
Urkrass's ability to cast random antimagic on one unit won't provide any advantages. Precisely because it's only one unit, and it's random. The Barbarians have very important combat units and just cannon fodder. The AI casts spells on the stacks that are dangerous, and if antimagic doesn't affect them (which is likely), there's no point in bothering with the new hero. I would definitely prefer to take Haggeesh instead of this puppet, because her bonus is significant and reliable.
Some dubious innovations.
In reply to 13га
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5 years ago
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13ga
New Rupert won't last long on this map; it puts the player at a disadvantage. No need to consult an oracle; just think about it for a moment. Horses appear in the Human Castle towards the end of the second week, so GG will have to deal with the first wave of attackers without any bonus. There are always significantly more besiegers than there are troops in the castle, and only an adventurer would dare engage in hand-to-hand combat – horses still aren’t helpful. Given the constantly deteriorating state of the castle and capital, finding money to train horse units is extremely problematic. Therefore, even by the end of the game, Rupert won't have a large, capable unit to confront the main opponents. And neutral creatures can be dispersed by any hero, especially since there's no fear of losing him and suffering a defeat.
Astrid also won't improve her situation by losing the ability to create Phantom Titans. I haven't seen many posts in the thread about her previous carefree life.
Urkrass's ability to cast random antimagic on one unit won't provide any advantages. Precisely because it affects only one unit, and that unit is chosen randomly. The Barbarians have very important combat units as well as mere cannon fodder. The AI casts spells on those stacks that are dangerous, and if antimagic doesn't work on them (which is likely), there's no point in bothering with this new hero. I definitely prefer to take Haggeesh rather than this scarecrow, because the bonus for her is significant and reliable.
Some dubious innovations.
I don’t agree with everything, but there are indeed valid arguments regarding Rupert and Urkrass. Updated the map in the topic header.


You still can't keep up with Vittorio; she's too strong, and it wouldn't be interesting. Astrid's specialization has been strengthened compared to the previous version. Now, Phantom always works, and the hero is freed from the initial spellcasting at the beginning of the battle. I returned Create Phantom to her starting spellbook.
In reply to MasteR
5 years ago
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I watched how the archers behaved under Rupert's command. It's very peculiar; I can't say I liked it. At the beginning of the battle, they always end up at the very end of the turn order, with an initiative of 18, they move after hydras or zombies. In the next round, the archers enter machine-gun mode. Four stacks of demonic horses against one stack of Rupert's red archers could only make one move.
The fact that the archers fall behind at the start has a negative impact on clashes with other archers or sorceresses: the opponent kills them as much as possible in the first round. In battles with heroes, it's not good either – they are targeted, and the entire enemy army attacks them, and then you can try to strike back with the remnants. The "berserk" placed on the first turn cannot be removed, and on the second turn, no one can intercept the archers.
In reply to 13га
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5 years ago
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13ga
I watched how the archers behave under Rupert's command. It's very peculiar; I can't say I liked it. At the beginning of the battle, they always end up at the very end of the initiative order, with an initiative of 18, they move after Hydras or Zombies. In the next round, the archers enter machine-gun mode. 4 stacks of demonic horses against one stack of Rupert's red archers could only make one move.
The fact that the archers fall behind at the start negatively affects skirmishes with other archers or mages: the opponent kills them as much as possible in the first round. In battles with heroes, there's nothing good about it – they are targeted, and the entire enemy army casts spells on them; then, with the remnants, you can try to strike back. The "berserk" placed on the first turn cannot be removed, and on the second turn, no one can intercept the archers.

Good point about the archers' setback on the ATB scale, but, to be fair, it should be noted that the archers' initiative of 8 already makes them very slow compared to most other units, including other archers. Even if you equip them with artifacts that increase initiative, some elven archers will still move faster, and the enemy hero will too. Taking damage before the archers' turn is a normal occurrence for humans, but there are ways to minimize this effect. The most obvious is a tent, dividing the archers into 2 stacks. You can also give the hero evasion, antimagic, resurrect them, cast a mass dispel, and so on. With a sharp mind, you can do this before the main enemy stacks move.*

If this setback is still too critical, I will make changes to the special ability (make the setback zero or trigger the charge not at the beginning of the battle, but on the archers' first turn).
In reply to MasteR
5 years ago
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MasteR
Taking damage before the archers’ turn is normal for humans.
Absolutely. If it were very similar to the standard version, there would be nothing to write about. But…
dividing the archers into 2 stacks.
cannot change anything (just like dividing into a larger number of stacks); both groups will end up at the end of the turn order, and they will shoot after all the enemy stacks. In the normal version, there is a possibility of alternating turns between groups or even pushing your own units with lower initiative ahead: for example, overtaking druids with 10 initiative (against 8) at the start. With Rupert’s archers, this trick doesn’t work; they will definitely take damage from all groups.
if you equip them with artifacts that increase initiative.
It doesn’t help. The archers will still be at the back, only with a higher initiative. I equipped them with a Ring of Dragons, and none of the stacks (out of 3) started moving before the Cave Lords. In the normal case, there should be an alternating pattern, with the first turn of one of the archer stacks.
The presence of a tent, magic – this is already a different level of hero development and a significant complication of the battles with neutrals, shifting them to a later stage of the game. That is, the tasks that previously required only the interaction of your own stacks or a suitable artifact are now solved through the acquisition of schools and perks from them.
The low starting initiative of the archers is very unfortunate, and most importantly, it’s inescapable; it needs to be removed.
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5 years ago
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Updated the map file in the thread header. Refined Rupert's specialization (removed the ATB scale rollback) + added an animation for archers and crossbowmen to display the use of their special ability.

Now, the description of Rupert's specialization is as follows:

Archers, crossbowmen, and marksmen in the hero's army receive +1 to attack and defense for every 2 levels of the hero. In their first turn in battle, they use the "Charge" ability.
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5 years ago
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They get defense bonuses from Rupert, and you can place armored units nearby... Doesn't that help at all? Although, of course, it won't help against spellcasters, but still.
5 years ago
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Hello, first of all, thank you for the map. I was very intrigued to learn that the map was created by the author of my favorite campaigns. Thank you for those as well.
I decided to play as the Terran Empire, and everything was going well until I tried to attack enemy heroes. For some unknown reason, when attacking heroes or a crypt (I didn't have time to try other banks), the Fire Wall spell doesn't cast, and the battle just freezes. I decided to play as an elf for now, but I would also like to play as the Terran Empire. I hope you will fix this bug or point out my mistake.

Added after 18 minutes
Addition. Immediately after the message, I thought about it, restarted the map, and attacked the crypt again. This time it worked. And in the next four times, too. Once, however, the Fire Wall missed because it prefers to target the last row, and if creatures are standing in the second-to-last row, they successfully dodge it. After that, I decided to fight various different units. I suspect that the spell doesn't want to cast if the enemy occupies at least 16 cells (i.e., 4 large creatures, for example), because each time the battle froze in this case. However, the first time I attacked a crypt, there were 30 skeletons and 15 zombies, a total of 2 cells, and I also attacked a necromancer with 3 units of skeletons, zombies, and ghosts. I'm at a loss, in general.
In reply to Gileraen
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5 years ago
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Gileraen
Hello, first of all, thank you for the map. I was very intrigued to learn that the map was created by the author of my favorite campaigns. Thank you for those as well.
I decided to play as the Temple, and everything was going well until I tried to attack enemy heroes. For some unknown reason, when attacking heroes or a crypt (I didn't have time to try other banks), the Fire Wall spell doesn't cast, and the battle just freezes. I decided to play as the Elf for now, but I would like to play as the Temple as well. I hope you will fix this bug or point it out to me.

Added 18 minutes ago
Addition. Immediately after the message, I thought, restarted the map, and attacked the crypt again. This time it worked. And in the next four times as well. Once, however, the Fire Wall missed because it prefers to hit the last line, and if the creatures are on the second-to-last line, they successfully dodge it. After that, I decided to fight various different units. I suspect that the wall doesn't want to cast if the enemy occupies at least 16 cells (i.e., 4 large creatures, for example), because each time the battle froze in this case. However, the first time I attacked the crypt, there were 30 skeletons and 15 zombies, a total of 2 cells, and I also attacked a Necromancer with 3 squads of skeletons, zombies, and ghosts. I'm at a loss, in general.
Good evening. I'm glad you liked the campaigns. The bug is interesting; I haven't been able to reproduce it yet. Do you happen to have any saves from before the battle that freezes?

Added 30 minutes ago
Gileraen
I suspect that the wall doesn't want to cast if the enemy occupies at least 16 cells (i.e., 4 large creatures, for example), because each time the battle froze in this case.

Thank you for the tip; I found and fixed the bug in the script and updated the map. The bug may have occurred due to a specific position of the units on the arena. It was almost impossible to notice it on neutral units.
5 years ago
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Oh, that’s quick. Thanks a lot, I’ll try it out.

Added 11 minutes later
By the way, is it possible to make it so that when exiting a portal, the movement points are fully restored? Otherwise, it doesn’t seem very fair; heroes who are furthest from the portal spend almost all their movement points just exiting. And also, going back to the wall spell. It would be great if the bonuses were taken into account. For example, the “Lord of Fire” in the Chaos magic branch. I suppose this would require a script so that the hero casts the spell. Although, I’ve read a bit about it, and as I understand it, there were some difficulties, for example, with mana, which became more than it should.

Added 23 hours 45 minutes later
I found another bug with the Dark Elf. Basically, it’s the same, but with new details. After level 11 (if I didn’t miss level 10), the Dark Elf casts two wall spells. So, I attacked three groups of devils on an arena with four eyes in the corners, which is often found in the Dwarven Dungeon, but this time it was on the surface. The devils, as befits large creatures, occupied the 2nd and 3rd cells, the 5th and 6th, the 8th and 9th. The eyes occupied the 1st and 10th cells, respectively. Usually, if there are three large creatures, the wall spells are cast on 2-4 and 8-10, but here the eye interferes. That’s it.

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