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In reply to RoseKavalier
5 years ago
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I tried the Shadow of the Forest map, and it freezes when passing the turn. Please provide your save file.
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In reply to Nasos
5 years ago
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Pardon, forest shadows.
In reply to Nasos
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5 years ago
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Nasos
My apologies, forest shadows.

I'm attaching the updated version of the map. I specifically tested it without HD and other expansions just for you. Everything works!
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In reply to Louis Cyphre
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5 years ago
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I don't understand what kind of weirdos create such maps, but when I look at them in the editor, my eye starts twitching immediately.
In reply to Dirty_Player
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5 years ago
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Dirty_Player
I don't understand what kind of maniacs create such maps, but when I look at them in the editor, my eye starts twitching.

What's wrong?
In reply to LordL
5 years ago
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Map: Heroes on the Wasteland, ВТ / Wasteland Heroes Improved Beta (High Difficulty)

Author: wklhy
Original link: http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=386420

The author also created the very cool maps Dark Man (I did a review of it), as well as Southern and Northern War, and several others.
All of them are characterized by fierce pacing and hardcore gameplay.

Walkthrough Overview

As is often the case with Chinese maps, I couldn't find anything interesting about the map, a review, or discussion. The authors of such maps don't embed their names in the file, which is a shame.
The map is built as an open world, incorporating some ideas from the well-known author Woxin:

1) The location is conditionally divided into 4-5 zones, separated by tent guards, and we gradually gain access further and further, either by visiting a tent or by killing a quest stationary boss to proceed (these are Fiona, Torgrim, Solmyr, Mullich, etc.).

2) There are specific directions you need to move, but they can be reached by different paths; the world is quite free in the second half of the game.

3) There's no need to solve complex riddles or intricate fights on this map. But you will have to fight, and constantly against superior enemy forces. If nothing else, there are plenty of battles here.

4) A fast-paced playthrough, at least for the first 4 months, is highly recommended. You won't be able to sit on the respawn and accumulate forces. You need to do literally EVERYTHING: get stats, kill the enemy, capture towns for growth, dodge the enemy, and break through further. This forces you to think every single day about which of your heroes should go where.

The map will certainly not be liked by those who prefer to move calmly from location to location. Here, we get beaten left and right, from all sides. You won't be able to relax at all; enemies come at us from literally all directions, and there is little room for maneuver. You constantly have to manage both your own advance and direct the enemy in the right direction.

At a certain point, the enemies open their columns and pile on us from all sides en masse. As soon as we kill an enemy hero, new, much stronger ones are freed from prisons. At the end, they release truly unreal monsters with massive armies, blind immunity artifacts, and morale-boosting items granting immunity to all mind magic.

On this map, you have to fight almost every day, and sometimes 2 or 3 enemy heroes in a single day.

I can give the map a score of 7 out of 10. I liked the map, even though it wasn't a "wow!", and it thoroughly exhausted me. Every second battle is quite lengthy; I'll explain why below.

What I liked about the map is the huge number of battles. Also, the fairly interesting fast-paced start, where heroes in different locations help each other. It's clear that the author tested the start well, and the beginning is simply enjoyable to play.

There are no bugs or broken moments.


Our Heroes

We start with Orrin and Kira, later we free Mephala, Christian, Elleshar, Zydar, Adelaide, Caitlin, and Sylvia.

The hero pool seems very versatile, but in reality, we will be carrying Elleshar with his Intelligence specialty throughout the entire game. All of our enemies have much larger armies than we do, always! Plus a huge advantage in stats. Hence, a gigantic amount of magic is needed: often to drain the enemy's mana, even more often for attack due to Force Field, and frequently for restoring strength, because we won't have the Clone spell until we kill Mullich. Therefore, every battle turns out to be very long. I highly recommend leveling all stats, events, and boxes in the game only on Elleshar. I conducted probably more than 80% of the battles on the map with him.

The second hero who has Intelligence 'embedded' is Zydar, the Sorcery specialist. He wreaks good havoc with Armageddon in the first couple of months of the game, but as the armies grow, he still doesn't have enough mana even with Intelligence. Zydar is also constantly useful for "hit-and-run" tactics, which can and should be used against the toughest enemies on the map.

Intelligence is forbidden for the rest; there are no mana doublers. The dungeon with the doubler only becomes available to us near the end of the game. Therefore, everyone without Intelligence is a natural weakling. 200-300 mana will NEVER be enough for a regular battle on this map.

Kira does a lot of work on the map, especially in terms of "reaching" an enemy town and capturing it for growth. Therefore, Kira needs to be trained and leveled up as early as possible.

However, you won't be able to play Orrin and Mephala or switch to them as mains. All we will manage is to kill some weakling who has handed over their army to a stronger hero. Therefore, it's not worth heavily leveling them or sacrificing other game interests. It's much better for them to capture a town for growth instead of leveling; it will be more beneficial.

Sylvia, as a Navigation specialist, should handle water areas.

Caitlin, after being freed on 2-3-7, is the only one who knows Town Portal (excluding the "common" Earth book), and she carries the army back and forth until we free Adelaide, the only Scholar, by killing Solmyr, and she finally retrains everyone in proper magic.


Enemies

All enemy heroes ride with massive armies. As we encounter them, troops can be transferred and concentrated on one hero, making that hero very difficult to defeat.

At the start of the map, they might not have the morale artifact or the blind immunity item yet, but later they all have them. So, the further the game progresses, the harder the fighting becomes.

As a rule, enemies have a limited amount of magic, so it's advisable to check what each knows and act accordingly. For example, if the enemy doesn't know Teleport, it's better to meet them in a town or near one. If the enemies reach the south of the map, they can learn a bunch of spells in our towns there, which can both ease and complicate killing them.

Some particularly tough semi-bosses ride with the Pendant of Dispassion (clasp of renunciation), limiting magic to 2nd level. I had to leave 4-5 of these for the very end of the map to avoid inevitable losses. For these, you can choose: either turn in quests for stats using the received pendants, or wait until such heroes turn them in themselves, and then kill the enemy with 3rd, 4th, and 5th level magic; both strategies are decent.

I managed to kill a couple of heroes with such pendants defensively in a town without losses, and one with vampires using the Elixir of Life and on steroids.

Quest heroes are worth mentioning separately:

Fiona – on 2-1-3, defeated with 30 Efreets and 10 Unicorns + Explosion magic from Zydar.

Torgrim – defeated on 2-4-7 with 59 Arch Devils and 247 Grand Elves + Mage + Pegasus and 1 Azure Dragon. Somehow managed to break his Grand Elves, then drain all of Torgrim's mana behind a Force Field, then resurrect the Grand Elves and shoot everyone down. Out of 1000 mana, 600 was enough, meaning he can be killed earlier.

Solmyr – on 3-4-3, managed to manipulate the landing near his town, capture the town with huge growth using Elleshar, then after Teleport, use Zydar for a burn/hit-and-run tactic, and kill Solmyr with good terrain. My army: 180 Arch Devils, 58 Arch Angels, 461 Marksmen, 153 Minotaurs, 334 Efreets, 617 Grand Elves. Out of 1700 mana, 1000 was spent.

Nella – on 4-1-4, after a couple of hit-and-run tactics, she was killed very easily – 214 Arch Devils + Pegasus + 5 Phoenixes, hiding behind Force Field.

Mullich – with his massive army, I had to perform repeated hit-and-run tactics with Zydar until his army dropped to an acceptable size. On 5-1-7 with 326 Arch Devils, 532 Minotaurs, Pegasus, and Phoenixes, I managed to first lock down, then use the Minotaurs to eat Mullich's Titans. After that, the Arch Devils drained Mullich's mana behind a Force Field, and he was killed.

Sandro, guarding a tent, had to be released and given a boat. Killing his army, which had about 1.9 million HP (we had no more than 200k HP), was simply unrealistic. I had to lure him to the towns and do relentless hit-and-run tactics with Zydar and Elleshar.

Dessa (killed in a town on day 412 – managed to catch him!) and Gunnar, with movement speed around 5k, caused significant trouble and did a lot of mischief.

At the end of month 7 – beginning of month 8, having accumulated an army, I killed the last 4-5 heroes with the Pendant of Dispassion.


Some Recommendations

There's no particular point in describing the walkthrough strategy in detail. I'll just give a couple of recommendations:

1) You can generate a starting save so that the chests near the town have more gold, enough for the starting army and building. I spent gold exactly down to the very last penny.

2) The first couple of weeks require as much pace as possible. Otherwise, the enemies will flood in, and there will be nowhere to run.

3) It's important to try and secure those strongholds that have Treasuries by day 7. You'll be short on money, and it's crucial to leverage this bonus.

4) The key to winning the map is capturing towns and gaining growth. Kira can do a lot here, especially by camping near the lake for speed. In the north of the map, there are a couple of towns where the enemy gets a large bonus in weekly growth. If you manage to "suddenly" fly in (and this is possible), you can end up like me, buying 150-200 Arch Devils, over 250 Phoenixes, and over 1500 Vampires. This also includes the desirable early capture of the Legion Statue, holding it, and recruiting creatures from dwellings.

5) Our probably most important unit is Arch Devils. At least until we learn Clone after killing Mullich, this is practically our only versatile stack. For a very long time, I used Efreets, mainly to take out enemy shooters at the start of battle. Later, as I accumulated creatures, Arch Angels and Titans became important. Even later, you can take Bears, Grand Elves, and Phoenixes into battle. At the very end, when you have enough money, you can buy Azure Dragons. At the same time, I had little use for Minotaurs and Grand Elves, and Castle shooters only a couple of times at the start. The typical mid-game army composition was Arch Devils (strike stack), Phoenixes (to screen against faster enemies and to get spells off + block enemy shooters), and Pegasus (to drain enemy mana). Elleshar traveled with this army most of the time.

6) Hit-and-run tactics against some enemies are an integral part of the game. There is only 1 Tavern on the island, and it's advisable to immediately dig in around it so no one can land there.

7) For hero skills, everyone needs Logistics and Pathfinding. Without these skills, it's very difficult to run away from enemies and simultaneously break through to their towns. The only hero I didn't have Pathfinding on was Zydar, for whom I chose Navigation in the initial stage, but the playthrough didn't suffer much. My Elleshar didn't have Fire Magic but had Air Magic, and the playthrough wasn't made harder because Speed, Disrupting Ray, and protection from shooting often heavily influenced battles.

8) On a couple of islands and in some places, you can dig in, leaving 1 cell for landing or none at all, so the enemy can't reach you. However, Dessa knows Water Walk, and if you don't kill her quickly, she will capture such entrenched towns with ease.

------------------------------ the end -------------------------------------

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5 years ago
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It logically resembles Hero 6424. Are all maps in China made like this now? But it's drawn very beautifully.
5 years ago
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Everything is in Chinese there. It's unclear what to click.
In reply to LordL
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5 years ago
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Louis Cyphre

What's wrong with that?

Well, maybe I'm just being picky, but I can't stand it when a million identical objects are standing next to each other; it really starts to bother my eyes :D
LordL
Strange behavior of the AI was detected on the Lord Rings map. For some reason, the Hydra decides to chase a stack of 205 harpies, even though there is a stack of 207. This is a clear contradiction to established notions about the AI's logic. https://www.youtube.com/watch?v=2xYg...annel=Lo rd.L.
For them, 2 harpies are not such a significant difference (possibly in percentage terms) that they would override their other priorities.
In reply to LordL
5 years ago
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LordL
Strange behavior of the AI was detected on the Lord Rings map. For some reason, the Hydra decides to chase a stack of 205 Harpies, even though there is a stack of 207. This is a clear contradiction to the established notions about the AI's logic. https://www.youtube.com/watch?v=2xYg...annel=Lo rd.L.

Perhaps this is what Ben80 wrote about, and there is even a fix for it:
Ben80
Fix for a bug in the AI's calculation of the value of moving towards a target during combat. In the original version, there was an extra divisor equal to the number of turns to the target. This led to the stack on the far right of the enemy receiving a significantly inflated value.

From here.
In reply to Dirty_Player
5 years ago
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Dirty_Player

Maybe it's just me being picky, but I can't stand it when a million identical objects are standing next to each other; it really starts to bother my eyes. For them, 2 harpies aren't such a significant difference (perhaps in percentages) that they would override their other priorities.

I started playing, and I haven't seen millions of identical objects yet. I don't want to look at the editor, but replacing objects in just two game days is already annoying. Why? What's the point? Why hide a Pandora's Box or an oasis under a well, disguised as a unit? Hoping that newbies won't notice, or for what purpose? There's no aesthetics, no meaning.
In reply to Nasos
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5 years ago
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Nasos
I've started playing, and I haven't seen millions of identical objects yet, and I don't want to look at the editor, but replacing objects after just two in-game days is already annoying. Why? What's the point? Why hide a Pandora's Box or an oasis under a well, disguised as a unit? Hoping that newbies won't notice, or for what purpose? There's no aesthetics, no sense.

The game doesn't allow placing mixed neutral creatures, so I had to use Pandora's Boxes, and to make it not look ridiculous, I placed the sprite of the highest-level stack. In the case of dragons, if you place a unit, the computer will split them, making the battle impossible.

Some Seer Huts are not in their usual form. The Elven Winemaker's house is in the form of an Elven Hut, the forge is like a Seer Hut, where Gelu will give you a minefield during the game, and so on. There is corresponding text there – you can read it.

The battle with the dragons is passed without using the quick battle bug, but with all the pegasi being defeated.
In reply to Louis Cyphre
5 years ago
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Louis Cyphre

The game doesn't allow for mixed neutral creatures.
I don't understand. What prevents making the necessary battles happen during events? Without any false visualization. Or just show a Pandora monster as a Pandora monster, and not as some random unit.
And I definitely don't understand why an oasis needs to be disguised as a well. Of course, this is a matter of taste, and it might appeal to some, but I'm more than sure that true connoisseurs will mostly disapprove of such a blatant replacement of objects.

Added 20 minutes later
But the combat aspect is impressive right from the start. One battle with 6 green dragons against me is more difficult than half the battles on the Haven map (or maybe I was just being dense and didn't see the obvious solutions). I hope everything will be even darker further on.

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