Map: Breaking Wind and Waves
Author: wklhy
Download: /topic/at/1177626/
Although I'm not a huge fan of Chinese maps, at some point I decided that for the sake of completeness, it would be good to complete at least one Chinese map of each type: static, where enemy heroes are almost completely immobilized; semi-static, where some AI are given a certain amount of freedom; and dynamic, where enemies move across the map fairly freely. I had already completed one map of the first two types, so only a dynamic one remained.
Without thinking twice, I immediately jumped into Dark Man, also produced by wklhy. After playing until the beginning of month 3 and simply getting fed up with endless rollbacks and replays, I decided to put it aside "for later" and look for something simpler. In the end, I settled on "Breaking Wind and Waves".
THE MAP
The map consists of a water surface with many islands of various sizes. Some islands are large enough to accommodate 2-3 castles. Others have only enough space for 1-2 objects like a mine, an external dwelling, or a seer's hut. There are very many islands, and it becomes immediately clear that moving across the map will not be easy; the fact that almost none of our heroes have Navigation, while almost all enemy heroes do, makes matters even more difficult. But the fact that all the action takes place on islands is precisely our key to survival. If anyone attempts this map, I think they will figure out what to do quite quickly.
In my opinion, the map is drawn very well. I didn't notice any illogical or strange spots; everything is balanced and overall it's quite pleasant to play (as far as it can be pleasant to play on a map where you have to board and disembark from a ship daily
).
The structure of the Gameplay, as I understand it, is done in a style characteristic of this author, and indeed many Chinese maps in general:
- the player has a fixed number of heroes at their disposal, some of whom have useful specializations or spells;
- portioned distribution of key spells, where one spell can be taken by only one hero (in a Seer's Hut or from a Scholar);
- many free-roaming enemies of varying degrees of "imbaness," who are released from quest pillars on a timer to turn the player's life into hell;
- many prisons in areas inaccessible to the player, from which new, even more imba heroes crawl out like shark teeth to replace those killed.
All of this is present in the author's other maps, and it is also present in Breaking Wind and Waves.
OUR HEROES
We start with one hero - Christian. But within just a few days, our pool of heroes begins to grow. If started correctly, we can get Jela and Adelaide at our disposal on the very first day, and after a few days, release Orrin and Saurug from prison.
Next comes the liberation of the witch Voy, who is the only one among our heroes to have the Navigation secondary skill. Moreover, this is also her specialization, so leveling her up is quite appropriate to use her as a "water logistician".
Caitlin (specialization +350 gold) joins our company next. As a rule, this heroine is not highly valued and is most often used as a "loosh" (resource collector). But on this map, she will play a quite prominent and even leading role for some time. At least for me, she was the main hero for almost half of the walkthrough.
Mephala, Ivor, and Khalid are liberated last. Some of them have parts of artifact sets, some have useful spells under certain conditions, and some were apparently planned as one of the main heroes.
I don't know how the author intended the roles to be distributed on his map. It seems common practice on Chinese maps to start with "loosh" heroes, then switch to a shooter, and let an armor-wearer carry the final part. Perhaps there was a similar idea here, and after a certain point, one should start playing as Mephala, since she initially had a decent set of spells. But in the end, I mained Caitlin for the first half of the walkthrough, and after obtaining the Book of Earth and until the very end, Orrin carried almost all battles single-handedly, while Mephala remained a loosh collecting growth from external dwellings and resources. I made this decision because Mephala lacks intelligence, as fighting with a tiny amount of mana and ordinary "Resurrection" would be extremely difficult.
ENEMIES
There are very many enemies on the map – nearly a hundred, including those sitting in prisons for the time being. Those I steamrolled through in the first two months aren't particularly noteworthy (some didn't even manage to leave their castle), but the others, who start waves of attacks on a timer, are almost all monsters. Their armies and stats are much higher than our mains', and each possesses artifacts that complicate the fight against them: some run around with Shackles of War, others with Cloak of Denial, and almost all have a Badge of Courage or Amulet of Blindness. Consequently, by the end of the walkthrough, a decent collection of Badges of Courage and "plucked eyes" was gathered.
Overall, it's quite difficult to highlight anyone from this multitude of semi-imba, imba, and super-imba heroes, but for me, the most unpleasant ones were those who had "Water Walking," and the worst of all was this Torgrim. He appeared on the surface in the fifth month, and honestly, I didn't really imagine how he could be broken through at that stage. Magic doesn't work on him, trickery is impossible due to the Shackles, and the 3K snipers Orrin had at the time dealt laughable damage to him (killing 70-80 titans or 700-800 fanatics per shot, whom the archmage immediately resurrected), while all snipers were wiped out by a single shot from any of his shooting stacks. For a long time, I was frankly afraid of him and avoided meeting him. Fortunately, he managed to be lured to the bottom of the map, where he got stuck for several months in a small area.
An interesting feature of such dynamic maps, where AI roam quite freely and in large numbers, is the constant exchange of troops and artifacts between heroes of the same flag. In most cases, this works in our favor—for example, when a particularly problematic or nearly impenetrable enemy hero gives away the Shackles of War, creating an opportunity for trickery, or when a hero with two shooting stacks gives one away, making them easier to kill. Sometimes these exchanges resulted in heroes running around with three Golden Bows or several Shackles of War. 
But there were opposite examples too. In my case, the aforementioned imba Torgrim, as a result of "exchanges" with his comrades, literally turned into a real monster within a month, doubling the size of his most unpleasant stacks. Or, for example, one could encounter an enemy who, as a result of exchanges, had four massive shooting stacks and a Badge of Courage, and that usually boded nothing good.
WALKTHROUGH
We begin the walkthrough on a large island located in the north of the overworld part of the map, having one hero at our disposal and a castle that hasn't been built up yet. And the first surprise awaits us in the castle, namely — there is already a Tavern. At first, I couldn't believe my eyes, because usually, on hard maps, Chinese authors give the tavern in the middle of the walkthrough at best, or even at the very end. I thought maybe something bugged and immediately went into the editor to check. But it turned out that we indeed start playing with a tavern, in which, moreover, you can buy Jela. Pure miracles.
Our further actions involve liberating several heroes, as well as capturing this entire island. The procedure is surprisingly simple and generally takes 2-3 weeks depending on the pace.
After capturing the starting island, the player gets full freedom of action and can essentially sail in any direction. But I would advise studying the surroundings in the editor first and primarily checking all nearby castles for events and their timing. This is very important, as it helps to properly plan the route and, most importantly, the timings for capturing castles.
As soon as we get in a boat, it becomes clear that our biggest problems will be specifically with movement across the map. Not only does the boarding-disembarking procedure take a whole day, but heroes without Navigation only sail for 1500 move points, which feels like a mockery. Therefore, capturing the few lighthouses is also one of the priority tasks.
It should be noted here that the map can conditionally be divided into 3 zones: the upper half of the overworld, where we start the game; the lower half of the overworld, isolated from it until visiting the brown tent, where quite imba enemies appear; and finally the underworld, from which hordes of enemy heroes will eventually surge toward us.
During the first couple of months (and here, the faster the better), all castles in the upper half of the overworld are captured without any difficulty, all enemy heroes there are eliminated, and the Brown Tent is visited. Here we liberate Caitlin from prison and, along the way, learn several imba spells. Primarily Resurrection, which is in the mages guild of one of the castles, and Blindness, for which one must sail to a separate island.
In general, on this map, spells, artifacts, or just some necessary items are very often located on separate islets, and in order to sail to an island and pick something up, one sometimes had to plan entire special operations. For example, to visit the Blue Tent and pick up the Legionnaire's Statue, I had to employ as many as six heroes. Some distracted the enemies' attention, others blocked possible landing sites with ships and their own bodies, while someone else actually took the artifact and visited the tent. Something like that.
But all this is still to be done; for now, I would call the conditions we are in during the first couple of months "greenhouse." Following the planned path, the upper part of the overworld is methodically cleared without much effort, a dozen enemy castles are captured, and enemy heroes are eliminated. After visiting the Brown Tent comes a foray into the lower half of the overworld part of the map, where Mephala is liberated, and most importantly, the Rampart is captured, near which there is an islet with the "Force Field" spell, which will be vital in the near future.
And finally, on 3.2.2 (a month later than in Dark Man), those typical wklhy things begin. Quite imba enemy heroes are liberated in the lower part of the overworld, and no less imba purple enemies crawl out from the underworld via one-way portals.
But fortunately, I had already prepared for their arrival, and enemies floating on ships do not scare me. Moreover, with Force Field available, it's already possible to fight some of them, and I passed many battles at this stage specifically through the use of Force Field. Here is a typical example of such a battle.
Enemies at this stage usually don't have many spells — about 5-6. But everyone has expert dispel, healing, and teleport, and they don't hesitate to use them at the first convenient opportunity. Dispel and healing slightly complicate the use of Force Field and various debuffs in battle, and if the enemy has teleport, it becomes harder to hold the defense in the castle.
The next couple of months pass rather chaotically. My heroes seize enemy castles whenever possible, catch mid-tier enemies, and dodge imba heroes, many of whom are currently beyond their league. On the islands, they learn important spells (specifically, Saurug gets Town Portal) and pick up artifacts, the most important of which is the Legionnaire's Statue, allowing for increased creature growth in castles. Regarding growth, another unimportant point should be noted. In some castles, troops are added every week via an event, though not everywhere equally. Therefore, it is desirable to try and reclaim castles with maximum "add-ons" by the end of the week.
From approximately the fifth month, heroes with Water Walking begin to crawl onto the surface. They go wherever they want, and whether you like it or not, you have to fight them. These are quite strong heroes, and to deal with them, I had to use trickery or fight on a tile with favorable terrain.
Depending on the circumstances, I used trickery in two ways. Either I lured them right to the castle and attacked several times with Armageddon, or I immediately used snipers with morale and frenzy from genies to shoot off the two most inconvenient stacks (usually both shooter stacks or those that move first) and bought my way out. The first option is cheaper, but the second allows for getting rid of the opponent faster.
I discovered a tile with a pocket inaccessible to the enemy by chance, and I eventually managed to meet several enemies there. Specifically, another one with Water Walking.
Since we have already visited the blue tent, it's high time to head underground, where one can seize a couple of castles from the enemy, and most importantly, obtain the Book of Earth as a result of another "special operation." After this, Orrin definitively becomes the main hero.
As I mentioned earlier, enemies with Water Walking were quite unpleasant. But there were also several heroes with Cloaks of Denial. Also not the most convenient opponents, and I had to fend them off in the castle. By crowding shooters into a corner and building a layer of phoenixes to delay flying stacks as long as possible, both shooting stacks were killed using morale, and then the rest were simply shot down. In short, something like that.
By the end of the sixth, beginning of the seventh month, Orrin is already participating more actively in battles and slowly starts catching the enemies scurrying around. He is helped in this by the Sphere of Permanence and Boots of Levitation obtained by this point. This period is saturated with combat, and sometimes it's necessary to conduct 2-3, or even four battles a day (1, 2 ,3 ,4).
Essentially, Orrin can now kill any enemy except for 5-6 truly imba ones, many of whom also have Shackles of War. But gradually he obtains further spells, such as Clone and Frenzy (finally eliminating the need to roll frenzy from genies), and now practically all enemies are defeated, including that same Torgrim. The battle is not easy; moreover, he loves casting Sacrifice. In one attempt, when I had a couple of half-dead stacks left and he had only a few dozen devils, I already began to anticipate victory. I thought, let him hit with devils while I resurrect everyone. No such luck. My eyes nearly popped out of my head when, from those few dozen devils, through a chain of Sacrifices (devils-horned demons-pit lords-titans etc.), he resurrected several hundred archangels, who instantly wiped me out. I had to maneuver during the battle and place my stacks on enemy corpses. In the end, I managed to defeat this character as well.
Only the final boss remains. That is Tazar level 59 with quite unpleasant artifacts and units. I don't even know if he could have been broken through in one go with the troops I had at the time. Personally, he seemed much more inconvenient than even Nila from Xiedu. Therefore, I didn't overthink it; I remembered I had Khalid with Berserk and sent her to perform a "hit." Unfortunately, a "run" was already impossible due to the Shackles of War. 
Sacrificing Khalid, fifty phoenixes, and a few dragonflies, I was able to wear down the most unpleasant stacks and completely get rid of the most annoying ones — azure dragons.
Surely this battle could have been conducted more profitably, but I was satisfied with this outcome. Orrin, following behind, dealt with the remnants of Tazar's army without problems.
For defeating Tazar, we receive the Book of Air, fly into previously inaccessible zones, and finish off the enemies. One can dig up the Grail, but that seems to be an optional action.
Overall, I crawled to victory only at the beginning of month 9, and I assume that's quite slow. But I must admit, being a bit tired of Heroes, I played without particular zeal — just however it came. I think the Chinese players complete this map much faster.
VERDICT
Overall, I liked the map. Moderately difficult, moderately interesting. If played unhurriedly (though the map won't allow you to be a total slowpoke), it can be completed not only by an expert in Chinese maps, but also by a simply experienced player. There are taverns on the map, which provide opportunities for trickery; furthermore, the army accumulates quite quickly thanks to the Legionnaire's Statue and weekly troop additions in castles via events.
Two moments slightly spoiled the feeling of the walkthrough. First, the strange behavior of some enemy heroes. For example, some hero might land on a small islet and start aimlessly pacing in one spot for several months. Or they might get looped in the boarding-disembarking phase. First they land on shore, the next day they board the ship again. Then they land again, and board again, and this can continue for quite a while. Among such "junkies" were a couple of imba heroes who could have created serious problems for me. Naturally, such a development of events played into my hands, but still, it left a feeling of "cheesiness."
Second — the constant game crashes during battles where genies were used to cast spells on snipers. Considering that there weren't just 2-3 such battles, and that they required a lot of long randomizing, these frequent crashes were quite annoying.
But all the above are likely not flaws of the map, but some glitches of the game engine or installed plugins (but that's not certain). Otherwise, everything seemed to work normally and quite logically.
Summing up, I would recommend this map to those who want to try completing a sufficiently difficult dynamic map, or to those who simply enjoy challenging Chinese maps.