Posts from Echoes of the Void
I started deleting the mods, there were 6 of them, one by one. Without the data mod, the game wouldn't launch, and the music and text would disappear. Without the other mods, it would still freeze after saving. I guess I need to restart the battle.
Added 1 minute ago
I deleted the mods, and it still didn't work.
a2p1-data.pak
a2p1-texts.pak
data.pak
GEmaps.pak
sound.pak
soundsfx.pak
texts.pak
These are not mods, but the game's database, so you shouldn't delete them.
The UserMods, UserCampaigns, and Maps folders should be empty, except for the map you are currently playing (in this case, VoidEcho.h5m). Because maps can contain mods, and authors don't always mention this.
And as Ment correctly pointed out, in this case, you need to start the map from the beginning, because the influence of the mod from the save often doesn't disappear when the mod is deleted.
I've started playing as the Hero. I'm currently in the 3rd month. My impressions are positive, and very much so!
Vittorio is not necessary at all, although I had to replay a few times, I had slightly forgotten how to play as humans.
Alaric has an excellent ability - a random Charge on units. And he starts to become very effective very quickly!
You need to hire 2 heroes at the very beginning - for the army. Dugald is highly desirable because of the archers and the wagon.
We develop Alaric into a classic priest - light (already available), machines (ballista and wagon - that's what we need), defense, magic, and most importantly - education. We need to get this skill as soon as possible.
You can survive if:
1) You take the first two plague villages in the very first week! This gives you free militia and experience, and the Necromancer clearly has a smaller army.
2) Don't build improvements, no matter how much you want to upgrade the archers. Focus on building up the walls and the tower as much as possible.
Then, at least in my case, the Necromancer only came in the third week, and he was defeated relatively easily.
On the 4th week of the 4th month, I finished off the last Necromancer, thus eliminating all active AI players. Screenshots of the hero and army are attached. I played all the important battles only with Alaric, and Light was quite sufficient, although the altars still hint at Darkness and Summoning. But that's not a problem...
I also dealt with the mages without any problems, buying up the Necromancer upgrade to 88 Phantom Dragons. I also wandered around the map a bit, looking for the Dragon and Necromancer sets. I didn't find or buy the Staff of the Underworld and the Dragon Scale Armor. Was that intentional?
As a result, when I reached Naadir, he had ~150 Phantom Dragons and other hordes of undead. I had to change my strategy a bit and buy the upgrade, mercilessly converting all my own troops into undead. In the end, Naadir is a challenging but manageable fight - antimagic on the troops, the Ring of Sin, Divine Retribution, and Holy Word work wonders. But then, unfortunately, I hit a snag.
After the battle, I had 100+ dragons left, which I managed to save thanks to a strong defense, +7 protection from the Sphinx, and relentless vigilance (thanks, Sir Thomas), 20 Phantoms, and a few Zombies. I was happy.
But I shouldn't have been.
The battle starts with a Shadow who has TRIPLE the number of my troops! I assume the calculation was as follows: Naadir was supposed to be defeated in a hardcore way, leaving only one and a half Paladins. And then a cowboy duel, supported by the fact that the clone has no Charge. But if the troops are preserved, it is impossible to defeat him.
There is no save before the cutscene after defeating Naadir, so you can't get rid of the troops. This can be understood: it's closing a loophole that existed in "Armageddon's Blade".
~
Overall impressions of the map - I'm delighted. Huge thanks to the author.
I haven't played in a long time, saving every day and every week. It reminded me of Heroes 3, where the first and second weeks are crucial. And more than ever, you realize the value of Peasants and Militia. It's not just a beer belly, but also +1 gold. Especially when Ellaina comes to the tavern, which doubles the income. Thanks to her, I was able to build a Tower and a Stronghold in the shortest possible time.
Special effects, arenas, cutscenes, and scripts are amazing. The battle with Naadir is a masterpiece in itself - there are custom mines on the battlefield. I'm going to study how to create Entangling Roots on the battlefield through the map.
UPD
Decided to replay. And that's when things got really tough. It seems that a lot here depends on random chance. Sometimes, Ishkabal appears as early as week 1, regardless of the number of villages saved. Well, Ishkabal/demons/Raven – that's still manageable. They can be defeated with turrets.
But at the end of week 4, a cheerful and energetic Sorgall showed up with 6 Shadow Dragons and, despite having a castle with a built turret and Alaric at level 14, he defeated me. And that's despite the fact that Alaric had well-developed defense, evasion, and reflection. And he had excellent logistics – he was running around the map, leveling up, and was already gathering demons to kill Sir Thomas, and then this happened=(
At the same time, my army consisted of 100+ archers, 60 pikemen, and 300 militia. It was a disappointing outcome.
So, I'll expand the list of suggestions.
1) A refuge for secondary heroes. It's VERY necessary. If you're stuck in a castle, which you often have to do, the AI hunts down secondary heroes and eliminates them. And they are essential – for gathering resources, managing the treasury/training troops, and other important tasks. To prevent players from avoiding playing as Alaric, you could prevent him from entering the refuge.
2) Delay the appearance of the Necromancer. His magic negates all efforts to build up an army. This is what happened to me.
3) Altars with Light magic are also very needed.
4) The Seer. It would be good if, after the dialogue with him, it was possible to postpone receiving the bonus. Often, it is more convenient to visit him with a secondary hero, and then have Alaric come and receive the coveted bonus to spell power. Currently, this is not possible: if you close the dialogue without choosing anything, he gets offended and doesn't give anyone any more bonuses.
5) Necropolises. It would be better to convert them into human cities after capturing them, so that the player is not tempted to convert troops from all castles into undead, which greatly simplifies the game and is not canonical. Again, it's no coincidence that the video mentions breaking up parks on the site of bone pillars. And an army is desperately needed, so let it be a normal, human army. Otherwise, the player is tempted, and then receives a triple dose of trouble from the Shadow Lord – and the whole game is ruined. And there is no information in advance warning about this on the map.
6) Regarding demon cities... maybe they should be dramatically destroyed? The Inquisition would approve of that.
7) Witch huts. Yes, the skills there are useful. But by the time you get to them, you've already acquired the necessary skills. It would be good if the Seer showed them all, so that his visit would be more useful.
8) Judging by the map, the first thing you're supposed to do is defeat the demon. But how can you defeat him if there are garrisons with imps that drain Alaric's mana before he can speed up his troops/cast Darkness?
UPD 2
I finally finished it, in 202 days (I prolonged it because I went to visit Hottabych). Overall, everything is great, except for the possibility of the Necromancer appearing too early...
In short, at first I thought that overall nothing would be too difficult—a linear scenario. Even though the task was to find the cloak, in my head the goal was to defeat everyone, so I stretched out the scenario as much as possible to explore every nook and cranny. But how wrong I was about everything being simple once I saw the last two battles; at one point I thought it was impassable, at least with my setup, but let's take it in order. Let' same divide it into a conditional Start (everything before the last two battles) and Finish (everything after).
Alaric is KIND—what a twist! I'm used to him being a fierce fanatic and mentally unstable, but here he's a good guy, completing various tasks, almost a boy scout (relatively speaking).
1. The starting cinematic, which was taken from the original and adapted to its own style; though it was a bit funny watching "I feel ridiculous in this dress" while you're in armor—come on, help your husband) (this isn't a nitpick, just thinking out loud). I was also pleased with the presence of non-standard heroes, although obviously there are no new specialties, but still.
2. The start as such—we have Alaric, seemingly a specialist; not incredibly powerful, but additional momentum sometimes played its part, even if it didn't work as often as I would have liked, but it was still cool. Everything seemed fine and there were places to level up, except for one thing: on the second week, Ishkibal starts knocking us around. The catch is that until we capture all the Necromancer castles, he will keep running around. An obstacle challenge is cool, but he only created a problem 3 or 4 times; otherwise, later on, he was just a punching bag, even though he has one-hit kills (meat), luckily he casts almost nothing. Although Ishkibal's ability, which triggered 2-3 times in a row, was annoying sometimes.
Meeting Ishkibal 1
Meeting Ishkibal 2
Meeting Ishkibal 3
Everything would be fine, but there are Demons and the Dungeon, and sometimes scenarios occurred where Ishkibal arrives and a day later some demon shows up, and that's it—the comedy is over. The Dungeon also came, but didn't cause much trouble except for a couple of skirmishes with them. But you can replay it so (stars align and all that) that either the demon attacks the Necromancer or vice versa, and we, as true champions, finish off the wounded beast).
3. Regarding the game in general, it would seem there isn't much interesting, but there are a few nuances:
- cursed dwellings: after each clearing they give an army, plus for completing the quest, they give stats, which is nice.
- witch huts with skill choice, and there are 3 of them (though I used two); seems like a small thing but it's pleasant.
- arenas (+2 Attack/Defense): they don't just give them to us but offer to play a battle; also coolly done, although one could have somehow pushed for +3 (if that's possible, I'm not an expert).
- "free 10,000 gold" - inconspicuously hidden in the forest and yes, of course it's good that they weren't collected by ГГ, otherwise it would be bad; and a pity about the tarakna even though there were only 5 units, but those bastards split into 5 stacks (and Rutger was there(()
- Quest from Coldwell (maybe spelled differently) - prove that you can and I will teach you; during the dialogue it's clear what he'll give, but I wonder: does he only give CP or with supervision? Just that by that moment I had supervision—the quest isn't hard, go beat up the demons and I'll teach you).
4. When we grew more or less in strength, we cleared the map; started with Demons, then Dungeon, then undead. Elaina to the castle and we start the factory of archers---monks----horses (as resources were acquired).
5. After clearing, we are told to go to the mages' castle, but there is an evil necromancer and he must be defeated; enter the evil necromancer.
Alaric vs Deidra
He didn't cause any problems either, then an interesting cinematic...
with imba spirits that no one can hit) but it's cool anyway...
Then we are given the key from the red border guard, and the sphinx is also opened. Here he is not simple either and offers various rewards; since (at that moment) I was without Darkness, I thought mass slow would be a good choice, but I didn't know then what would happen in the finale...
For most of the game, Alaric looked like this:
Yes yes, Chaos)) I think I'll take it for fun, let it be, who knows what awaits us next....
Moving to the Finale... the path is opened to us, and we go to get the cloak and finish the game... although wait, what is this castle lurking there?
And this will be the finale? Well, something like that (but then it dawned on me that he wasn't for that).
A beautiful path, oh cool, a little cloak here too...
And then bam, surprise mother fucker... this guy meets us, and the arena is cool (though annoying, but cool).
Yes yes, those traps are not props, which was certainly irritating. The tactic against this guy is generally not difficult; in my case, I combined the army with demons and took imps to drain the guy's mana, and no matter what, he occasionally resurrects Ishkibal (lich); the main thing is to kill him as quickly as possible so he doesn't have time to do any mischief, and Naadir will cast a bit later when our mana is stolen by the amulet, though just some nonsense. It's a shame that from the start of the battle liches move first and shake the catapult; obviously, it's designed that way...
Overall, having defeated him without problems, we are shown another cinematic where Beatrice is no longer Beatrice, but the screenshot will be later, I'll explain why....
Alaric vs Naadir
After the cinematic, we meet our own shadow, and as I understand it, either it's intended or a bug that the human army is mirrored in number, but the demon army is something around three times higher? And I was like "here we go," looks like Darkness is needed, which is exactly what I did...
Cinematic where Biara is exposed
And as a result, this Alaric for the finale
But here I encountered a problem that I created myself: those demonic HORSES which burn everything and everyone to hell; after replaying two or three times, eventually, grinding my teeth, I overcame him. Though this arena—as an idea it's cool, as gameplay it's eye-searing. And he's supposed to be a mirror hero, but why are all his spells in the book?))
Usually people write something like "easy" here.
don't remember if battle was before or after respec
Final Finale) (the one in the screenshot above)
Result. I liked the map, even though I didn't rush; everything was great and overall the author's style is good. I would gladly play other maps by this author.
Screenshots and replays attached)
Alaric is here before he came under the influence of Biara. Or rather, this is the beginning of that influence... He wasn't always a psychopath.
In the battle with the Shadow, everything is correct. The troops of all factions except Haven are multiplied.
It's been a long time since we've seen Red Haven.
“Last activity: Today 08:47” Although... Maybe he's still with us.
Red Haven seriously nerfed this map compared to the release version. It used to be very difficult. Because the enemies fought each other less and were simply stronger. Especially the Dark Elf, who usually defeated the player.
Alaric is here before he came under the influence of Biara. Or rather, this is the beginning of that influence... He wasn't always a psychopath.
In the battle with the Shadow, everything is correct. The troops of all factions except Haven are multiplied.
Ah, it's been a long time since we've seen Red Haven.
Added 55 seconds ago
"Last activity: Today 08:47" Although... Maybe he's still with us.
Got it, thanks for the info.
I enjoyed the scenario. I downloaded two heroes - Alaric and Vittorio.
Alaric stayed in the castle and defended the main city, and Vittorio... He was just a killing machine. I captured all the Necropolis and Academy castles with him.
However, when I touched Sandro's cloak, the game crashed (it was version 3.0)
It was very frustrating, but it was my fault - I later installed patch 3.1.
Thank you to the author for their work. This scenario inspired me to create my own scenario.
Red Haven seriously nerfed this map compared to the release version. It used to be very difficult. Because the enemies fought each other less and were simply stronger. Especially the Dark Elf, who usually defeated the player.
Alaric is here before he came under the influence of Biara. Or rather, this is the beginning of that influence... He wasn't always a psychopath.
In the battle with the Shadow, everything is correct. The troops of all factions, except for Haven, are multiplied.
Ah, it's been a long time since we've seen Red Haven.
Added 55 seconds ago
"Last activity: Today 08:47" Although... Maybe he's still with us.
Ishkibal is annoying.
The scenario is very interesting in terms of plot and gameplay, but I was disappointed by the finale. The disgusting, unbalanced Naadir. After the battle, Sandro's cloak cannot be equipped, which prevents you from passing through the mirror with Alaric. This was extremely disappointing, and I hope the map author will listen and understand that doing this is incompetent towards players. 🤬🥺
You play, and everything is interesting, challenging, and engaging. But then the finale comes, and the authors go crazy)) they start inventing some kind of monster with completely absurd skills (sometimes completely incompatible with the game), which has nothing to do with the heroes. Heroes are primarily a tactical game, and the ability to play it well depends on a thorough knowledge of the game's mechanics – in the finale, we play a completely different game.
Fact.I'll add. No matter how the author intended to make the walkthrough more difficult, it didn't work. In the first battle (by the way, when will you authors learn to allow saving before the next battles? Is it so difficult? The battles aren't short; do you enjoy replaying them, or does life not give you a break? :)), I lost 13 drakes from the Dark Elf Castle (it would have been funny to use my 30 griffons instead of them) in the first battle because in the second battle, you will face them again, and you simply won't be able to kill this anti-magic horde of 30 units. So, for the second battle, the tactic is simple: stand in defense and berserk, berserk, and berserk – while simultaneously applying slow, haste, weaken, and vulnerability – this way, you can end the second battle without serious losses. The tactic is clear and understandable... the main point of the map is the development, but not the finale.