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5.0 (5 ratings)

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Andrei_21
In reply to blackbrotherr
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#16
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blackbrotherr
Good afternoon, I completed this scenario, and I liked it. The author is noticeably improving the quality of their work with each iteration, and it's great to see someone putting their heart into their creations. Both the scenario itself, the landscape, the additional quests, and the cutscenes are all done to a good standard, and I enjoyed it. The map is playable with the hero, and the difficulty is acceptable. Because I wanted to complete all the additional quests, I arrived at the final battles quite overleveled, so they didn't present much of a challenge. The only thing I don't understand is why there's a level cap at level 32: after killing all the monsters on the map above level 33, it would be very difficult to level up. I found 2 typos: 1) When talking to the Death Knight near the castle, they say "prakazu," 2) The witch who gives the quest to find vampires says "slushchit." There might have been something else, but it didn't catch my eye. Once again, thank you to the author, we look forward to new works!

Thank you for the Walkthrough! With experience, I completely forgot about its absurd stats after level 33-34. But this didn't particularly affect the balance. The "typos" have already been fixed in the mini-patches.)
Сценарий: "Наследие прошлого"
Кампании:
"
Новый порядок", "Серый Альянс""Поиски Истины"

Трейлер №2 кампании "Дыхание Пустоты": https://www.youtube.com/watch?v=XkHKXk5BctA&ab_channel=%D0%90ndrei_21

#17
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I replayed it when I had the chance and completed it in 106 days (I got a cyclops as a reward). I repeat, it's a very enjoyable map in every way. My "respect and kudos" to the author, I'm looking forward to their new works.
In reply to Antik
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#18
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Antik
Replayed it when I had the chance, completed it in 106 days (received a cyclops). I repeat, it's a very enjoyable map in every way. My "respect and kudos" to the author, I'm looking forward to new works.
Replaying a map of this type is rare. I'm glad that the scenario managed to captivate you!

Сценарий: "Наследие прошлого"
Кампании:
"
Новый порядок", "Серый Альянс""Поиски Истины"

Трейлер №2 кампании "Дыхание Пустоты": https://www.youtube.com/watch?v=XkHKXk5BctA&ab_channel=%D0%90ndrei_21

In reply to Andrei_21
#19
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I looked at the map, played it with a "hero" in 100 days. I liked it as a piece of art. It has a well-crafted plot that is well-connected to the actions on the map. The cutscenes are tastefully and effectively done. The map itself has a beautiful design, and the surface is drawn with care. Compared to what has been uploaded to the site lately, it's a real gem. However, as a gameplay map, it didn't impress me. The Dwarves turned out to be very weak. (The Demons are about the same strength as the Dwarves). When the message appeared that they had launched an offensive, my hero was already in their territory. They lasted exactly as long as it took to go around three castles. The rest of the time, the Necromancer wandered around and harassed the neutrals. For some reason, only one Dwarf hero (Svea) used magic; the others just attacked with their fists. The item in the menu: "stop the Dwarf raids" was not completed. The quest with the demonic altar is very difficult to organize, so I didn't complete it; the Dwarves weren't bothering me anyway. It turned out to be a typical exploration game, a simulator of a mushroom picker and geologist. I didn't like the idea with mushrooms and ore at all. First, you need a lot of mushrooms. Second, they could be made more visually appealing. Third, the number of mushrooms collected should be displayed in the quest menu (just like with ore), and not just as a pop-up message when you touch them. The reward for completing this quest seems very questionable to me. I don't understand why the hero's level is limited, as there isn't much more experience to be gained on the map anyway. Even if you somehow manage to get the hero to level 33, how will that significantly change the scenario? The final is, in my opinion, too "difficult." It turned out to be noticeably harder than the overall structure of the map. In this regard, I would like to suggest moving the mentor in the basement closer to the final teleport and adding the "Hill Fort" there as well. (It took me almost a week of game time to change the main character's skills and upgrade the army.)

A big thank you to the author for the interesting work.

In reply to 13га
#20
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Let's revive the topic a bit, otherwise it will get lost in the endless stream.

I replayed it, and I managed to complete it in 62 days playing as the "hero." Knowing the map's structure and having a bit of luck in the starting magic tower makes the map extremely easy, although it's still enjoyable to play. I only completed the quest to obtain the vampire dwelling; the other quests are useless, if not harmful. It's a shame that the map has little randomness in terms of artifacts and monster guards.

In reply to 13га
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#21
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13ga

Let's revive the topic a bit, otherwise it will get lost in the endless stream.

I replayed it, and I managed to complete it in 62 days on the "hero" difficulty. Knowing the map's structure and having a bit of luck in the starting magic tower makes the map extremely easy, although it's still enjoyable to play. I only completed the quest to obtain the vampire dwelling; the other quests are useless, if not harmful. It's a shame that the map has little randomness in terms of artifacts and monster guards.


62 days – that's a fantastic result! I ran tests on "Veteran" and completed it in 87 days. I'm impressed by your speed!
Сценарий: "Наследие прошлого"
Кампании:
"
Новый порядок", "Серый Альянс""Поиски Истины"

Трейлер №2 кампании "Дыхание Пустоты": https://www.youtube.com/watch?v=XkHKXk5BctA&ab_channel=%D0%90ndrei_21

#22
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Great map! It took me a while, but I finally completed it. Thanks!
In reply to AstralLein
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#24
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AstralLein
Not far from Sandro's Necropolis, towards the witch's dwelling, there's an interesting group of druids with a minimum number of just a couple of units and limited resources. Was this intentional?
To be honest, I don't remember exactly how many of them are there. If it's less than 10, then yes, that was the intention (previously, there was some kind of level 2 mob in their place, but I replaced it with druids purely for variety). Although, I might have accidentally reduced their number to the minimum, I don't rule out my own inattentiveness.
SashaK
Great map! I struggled for a long time, but I finally completed it. Thank you!
I'm glad you enjoyed it!
Сценарий: "Наследие прошлого"
Кампании:
"
Новый порядок", "Серый Альянс""Поиски Истины"

Трейлер №2 кампании "Дыхание Пустоты": https://www.youtube.com/watch?v=XkHKXk5BctA&ab_channel=%D0%90ndrei_21

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#25
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So, it's been a while since I played custom scenarios. Probably since Echoes of the Void. But as they say, Sandro is enticing. The Necropolis is enticing, and with Sandro, it's twice as much!

Plot. Headcanons will be headcanons. Fine, let's say Sandro is a walking collection of souls, even though in the original lore everything was much simpler; but back then, having just gained access to the powers of the void, wouldn't he have erased the memories of the Faceless and Belket? I recall that Sandro erased the memory of Namtaru's mother by directly destroying her memories in the Invisible Library, pulling off a complex maneuver with a mask. Surely he didn't lose a scroll that could do this effortlessly?) Or why, at the time of Sandro's apprenticeship, Kha-Beleh is only just conquering Shio, even though he clearly ruled it long before then. And demon-worshipping dwarves are something entirely new for Ashan—where were they later, one might ask, when the Empire fell to demons and demons were hanging out in the Seven Cities? On the other hand, there was a demon-worshipping orc... which is an absolute nonsense. So it's quite acceptable. Otherwise, it's pretty good. A solid plot compared to many maps on the forum, with decent cutscenes and a final twist.

Characters and Dialogues. Here, things aren't great. Sandro looks like himself only in the map description. Otherwise, he's just some random necromancer, and a green one at that. Also nervous and schizophrenic. You'd think he's still young, not even a lich yet, but in the finale, Sandro drops a phrase along the lines of "well, idk where part three is, I have enough on my plate," and I realize this isn't that hot void-mancer whose lore I dug into and for whom I even made a large custom scenario for Heroes 6. Unfortunately, due to the need to translate it into English, the map was frozen at 90% completion, but I admit it might still be released. The same can generally be said about everyone. The Faceless aren't Faceless, Sandro isn't Sandro... it's all in the dialogues. The plot is not bad, but the dialogues are quite weak. And it's not because of a couple of typos that remain; those are trifles—it's specifically the atmosphere. When the head of a dwarf clan serving demons suddenly says "forgive me, but I will fight you, because otherwise Bobik from Shio will eat me," and this dwarf once killed another dwarf using powers of darkness so badly that the whole clan was exiled, it becomes at least amusing, at most funny. And that's not good, because the plot and characters are serious. Why would he apologize? He'd more likely be rude to Sandro with typical dwarven hot-headedness. But this is by no means a failure, because there are many maps where things are a million times worse. I just love Sandro and it's kind of disappointing... For the record, Sandro is on the same level as Arantir and Markel for me)

Level Design and Landscape. Everything is spot on here. The map is beautiful. Except that some key points are inconveniently placed. In particular, running to the final portal takes a very long time even with Logistics. A shortcut or something would be nice... And the vampires. I found the vampires very late. Almost at the end of the game. The corner of the map isn't the best place for them. Obviously, if you play the map a second time it's not as critical, but until the dwarves and demons are defeated, it's problematic to run into the corner of the map while they keep rushing your cities at every opportunity. And farming vampires at the end of the game isn't very efficient. I focused on ghosts and skeletons. Moreover, those brave pale bloodsuckers travel many days from their cave to any city. To the Necropolis it's 7-8 days. Also, on the first playthrough, it's easy to encounter a thousand or more dwarven dragons before the final portal. Killing them as a necromancer with summoning magic isn't hard, but it takes a long time...

Gameplay. Overall, it's not bad. Although the map is simple. We kill the first dwarf who comes to us (and he'll arrive quickly on a hero). After that, the dwarves will likely stop attacking on their own. Then we build up the guild in hopes of good t5 spells and slowly, city by city, demon by demon, capture the map. Upon completion, we max out the hero and go try to defeat the final boss. It's quite normal, although after victory over the enemies a boring, drawn-out grind begins, because you can't take down the boss right away. In this regard, Red Haven rules: usually there, you leveled up to the necessary coolness before having the chance to attack the boss; here, you can break through to him with low stats and a couple of Darkness spells. And then spend a long time leveling up to handle a rather serious opponent. In general, the boss is several times harder than the map itself. Playing as Sandro is quite simple: he has an excellent specialty and he's a necromancer, and as someone once wrote to me, it's hard to make a difficult scenario for a necromancer)

Enemies and Quests. Although the dwarves have three cities, only one is fully built, and another is just a shanty town without walls. Yes, the dwarves assemble powerful armies, but they don't have powerful heroes, meaning their danger is exhausted by the early stage of the game. The demons are similar: high-level heroes, but weak themselves with rather sturdy armies. Even if two demons merge their army into one (which happened to me), they won't become significantly more dangerous. The main demon Malik in the side quest is strong in stats but completely devoid of magic, which is very strange. It was only unpleasant that my Sandro had low attack and even with an Offense skill above 16, he never raised his attack. So some heroes with high defense were still annoying. Demons buy heroes, including killed dwarves. This was irritating. I would have banned one-time recruitment for the red player in dwarf cities and written a script to instantly transfer red's cities back to the dwarf. Next, side quests. I already mentioned the vampires: too far to walk. I understand the author wanted to lead the player away from stereotypical vampire gameplay, but if a vampire spell drops in the mages guild (none dropped for me), the same will likely happen where anyone else just replaces the vampires. Ghosts, for example. I never completed the mushroom quest: I was too lazy to look for mushrooms, and judging by the comments, for destroying a huge army of various earls and priests, I would have been given a hundred mummies, useless for my Darkness mage. The quest definitely needs to be easier. The portal quest is not obvious: I thought it just blocked red heroes, but it turned out it nerfs the final boss script. Good thing I completed it anyway, more for fun, since I had defeated the red player long ago. I've already commented on the main storyline above.

Miscellaneous. The final boss is strong but uses useless Chaos magic. Useless because what is his damage against same-month weekly growth, heh))) Nevertheless, a tough guy, and then a strange enemy comes out after him. A heap of knowledge, zero magic. Why does a Faceless need 46 knowledge if he casts nothing? For pathos?))) But overall the boss is very much my style. I have a similar dwarf, except with Light magic and even higher stats. Lots of resists, the Mountain King set is very disruptive. Quite good, but against the rest of the map he might even be too strong. Either he's too strong, or the other enemies are too weak. Depends on how you look at it.

Other trifles. The same-gem mine guard in the player's territory is much more dangerous than all other mines, and gems are far from a top-1 resource for the Necropolis. In general, the underground has enough strangely weak squads with low-level artifacts as rewards and very strong squads with questionable rewards. Neutral balance limps in places.

Most likely the best tactic on the map is to rush. Rush the mages guild, then rush the dwarves using that magic. If you drag it out, neutrals become extremely beefy, but meanwhile the best artifacts are bought either in shops or from the hunter-merchant. If desired, you can simply pull the necessary spells and artifacts from stores. Also, the boss can actually be defeated by numbers thanks to the three dwarf cities. I would even suggest depriving the player of recruitment there, but giving high-level undead weekly for owning these cities. Because Sandro with a bunch of dwarves is a viable way through—at least rune priests are excellent shooters, although you'll have to equip an item for morale.

More trifles: two objects to the left and right of the entrance to the top dwarf city play a cruel joke on the AI: my red player was simply blocked by a caravan and got stuck as the last demon in that city.

Overall opinion: neutral. Not thrilled, but I can't call the map bad either.

6.5 out of 10, because in scenarios, dialogues and plot come first for me

Respectfully,

AstralLein

P.S. my apologies if the review seemed toxic. My manners can be specific, but I never mean anything bad.
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
In reply to AstralLein
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#26
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AstralLein
So, it's been a long time since I've played custom scenarios. Since Echoes of the Void, probably. But as they say, Sandro is a draw. The Necropolis is a draw, and with Sandro, it's double!

Plot. Headcanons will be headcanons. Fine, let Sandro be a walking collection of souls, even though in the original lore everything was much simpler; but back then, having just gained access to the powers of the void, would he not have erased the memories of the Faceless and Belket? I'll remind you that Sandro erased Namtaru's mother's memory directly by destroying her recollections in the Invisible Library, pulling off a complex maneuver with the mask. Surely he didn't lose the scroll that could do this effortlessly?) Or why, at the time of Sandro's apprenticeship, Kha-Belekh is only just conquering Shio, even though he clearly ruled it long before then. And demon-worshipping dwarves are something entirely new for Ashan—where were they later, one might ask, when the Empire fell to demons and demons were hanging out in the Seven Cities? On the other hand, there was a demon-worshipping orc... which is an absolute nonsense. So it's quite acceptable. Otherwise, it's pretty good. A solid plot compared to many maps on the forum, with decent cutscenes and a final twist.

Characters and dialogues. This is where things aren't great. Sandro only resembles himself in the map description. Otherwise, he's just some random necromancer, and a green one at that. Also nervous and schizophrenic. You'd think he's still young, not even a lich yet, but in the finale, Sandro drops a line like "well, idk where the third part is, I have enough to do as it is," and I realize this isn't that fiery void-mancer whose lore I dug into and for whom I even made a large custom scenario for Heroes 6. Alas, due to the need to translate it into English, the map was frozen at 90% completion, but I admit it might still be released. And generally, the same can be said for everyone. The Faceless aren't faceless, Sandro isn't Sandro... it's all in the dialogues. The plot is decent, but the dialogues are quite weak. And it's not about a couple of typos missed so far—those are trifles—but specifically the atmosphere. When the head of a dwarf clan serving demons suddenly says "forgive me, but I will fight you because otherwise Bobik from Shio will eat me," and this dwarf once killed another dwarf using powers of darkness such that the whole clan was exiled, it becomes funny at best, amusing at least. And that's not good, because the plot and characters are serious. Why would he apologize? He'd more likely be rude to Sandro with typical dwarven hot-headedness. But this is by no means a failure, because there are many maps where things are a million times worse. I just love Sandro and it's kind of disappointing... For the record, I put Sandro on the same level as Arantir and Markel)

Level design and landscape. Everything is spot on here. The map is beautiful. Except that some key points are inconveniently placed. In particular, running to the final portal takes quite a while even with logistics. A shortcut or something would be good there... And the vampires. I found the vampires very late. Almost at the end of the game. The corner of the map isn't the best place for them. Clearly, if you play the map a second time it's not as critical, but until the dwarves and demons are defeated, it's problematic to run into the corner of the map while they'll be rushing your cities at any moment. And farming vampires at the end of the game isn't very efficient. I focused on ghosts and skeletons. Moreover, those brave pale bloodsuckers travel many days from their cave to any city. To the Necropolis it's 7-8 days. Also, on the first playthrough, it's easy to encounter a thousand or more dwarven dragons before the final portal. Killing them as a necromancer with summoning magic isn't hard, but it takes a long time...

Gameplay. Overall it's not bad. Although the map is simple. We kill the first dwarf who comes to us (and he'll arrive quickly on a hero). After that, the dwarves will likely stop attacking on their own. Then we build up the guild hoping for good t5 spells and slowly, city by city, demon by demon, capture the map. Upon completion, we max out the hero and go try to defeat the final boss. It's quite normal, although after victory over the enemies a boring, prolonged grind begins, because you can't take down the boss right away. In this regard, Red Haven rules: usually there you leveled up to the necessary coolness before having the chance to attack the boss; here you can break through to him with low stats and a couple of Darkness spells. And then spend a long time leveling up to handle a rather serious opponent. In short, the boss is several times harder than the map itself. Playing as Sandro is quite simple: he has an excellent specialty and he's a necromancer, and as someone once wrote to me, it's hard to make a difficult scenario for a necromancer)

Enemies and quests. Although the dwarves have three cities, only one is fully built, and another is just a shanty town without walls. Yes, the dwarves assemble powerful armies, but they don't have powerful heroes, which means their danger is exhausted in the early stage of the game. The demons are similar: high-level heroes, but weak themselves with fairly sturdy armies. Even if two demons merge their army into one (which happened to me), they won't become significantly more dangerous. The main demon Malik in the side quest is strong in stats but completely devoid of magic, which is very strange. It was only unpleasant that my Sandro had low attack and even with the Offense skill above 16, he never raised his attack. So some heroes with high defense were still annoying. Demons buy heroes, including killed dwarves. This was irritating. I would have banned recruitment for red in dwarf cities and written a script for the instant transfer of red's cities back to the same dwarf. Next, side quests. I already mentioned the vampires: too far to walk. I understand the author wanted to lead the player away from stereotypical vampire gameplay, but if a vampire spell drops in the mages guild (none dropped for me), most likely vampires will just be replaced by anyone else. For example, ghosts. I never completed the mushroom quest: I was too lazy to look for mushrooms, and judging by the comments, for destroying a huge army of various earls and priests, I would have been given a hundred mummies, useless for my Darkness mage. The quest definitely needs to be easier. The portal quest is not obvious: I thought it only blocked red heroes, but it turned out it nerfs the final boss script. Good thing I completed it anyway, more for fun, since I defeated red long ago. I've already spoken about the main plot above.

Miscellaneous bits. The final boss is strong but uses useless Chaos magic. Useless because what is his damage against same-month weekly growth, heh))) Nevertheless, a tough guy, and after him comes a strange enemy. A ton of spell power, zero magic. Why does the Faceless need 46 spell power if he casts nothing? For pathos?))) But overall, the boss is very much my style. I have a similar dwarf, except for Light magic and even higher stats. Lots of resists, the Mountain King set is very annoying. Quite good, but against the rest of the map he might even be too strong. Either he's too strong, or the other enemies are too weak. Depends on how you look at it.

More trifles. The guard of the gemstone mine in the player's territory is much more dangerous than all other mines, and gemstones are far from a top-1 resource for the Necropolis. In general, the underground has enough strangely weak squads with low-level artifacts as rewards and very strong squads with questionable rewards. Neutral balance limps in places.

Most likely the best tactic on the map is to rush. Rush the mages guild, rush the dwarves using that magic. If you drag it out, neutrals become extremely beefy, but meanwhile the best artifacts are bought either in shops or from the hunter-merchant. If desired, you can just pull the necessary spells and artifacts from stores. Also, the boss can actually be defeated simply by numbers thanks to the three dwarf cities. I would even suggest depriving the player of recruitment in them, but giving high-level undead weekly for owning these cities. Because Sandro with a bunch of dwarves is a viable way through—at least rune priests are excellent shooters, although you'll have to equip an item for morale.

Other trifles: two objects to the left and right of the entrance to the top dwarf city play a cruel joke on the AI: my red was simply blocked by a caravan and got stuck with the last demon in that city.

General opinion: neutral. Not thrilled, but I can't call the map bad either.

6.5 out of 10, because in scenarios dialogues and plot come first for me

Respectfully,

AstralLein

P.S. my apologies if the review seemed toxic. My manners can be specific, but I never mean anything bad.

Wow, that's quite a review, my respects) I always welcome constructive criticism!

Regarding the Faceless and his spellcasting: initially he was supposed to have darkness, but I wanted summoning with phantoms and Elementals (which he casts every other time, thanks AI 3.1). Sandro's phrase about the 3rd part of the artifact is meaningless until the sequel comes out (which will be relatively soon). It will turn out that only one guardian treated its preservation with full seriousness. Yes, it's vaguely said, I'm afraid to spoil anything))
Regarding Kha-Belekh, it's not a slip-up (I specifically checked this point at the time; events take place before Heroes 6, and there Kha-Belekh in Kirill's campaign is only hatching plans to seize everything)

Thank you for playing!
Сценарий: "Наследие прошлого"
Кампании:
"
Новый порядок", "Серый Альянс""Поиски Истины"

Трейлер №2 кампании "Дыхание Пустоты": https://www.youtube.com/watch?v=XkHKXk5BctA&ab_channel=%D0%90ndrei_21

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#27
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Really? I guess I've already forgotten the details of Kirill's campaign, and it's my favorite in the sixth game.

By the way, about the faceless ones. I hoped it would be possible to add them to my army, but it turns out they only appear in one battle against you. That's not much for a scenario inspired by a mod.
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
In reply to AstralLein
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#28
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AstralLein
Really? I guess I've already forgotten the details of Kirill's campaign, and it's my favorite in the sixth game.

By the way, about the Faceless Ones. I was hoping it would be possible to recruit them into my army, but as it turns out, they only appear in one battle against you. That's not much for a scenario inspired by a mod.

I initially wanted to add them, but as always, something went wrong. But in future works, they will be available for recruitment...
Сценарий: "Наследие прошлого"
Кампании:
"
Новый порядок", "Серый Альянс""Поиски Истины"

Трейлер №2 кампании "Дыхание Пустоты": https://www.youtube.com/watch?v=XkHKXk5BctA&ab_channel=%D0%90ndrei_21

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#29
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Oh, almost forgot. Necromancer heroes die permanently for the player. At the beginning, I killed them all to get more skeletons, and I noticed the trick too late, haha. And sometimes, these necromancers are even recruited with a red indicator!
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
User Avatar
#30
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I'd also like to share my impressions of the scenario.

I really enjoyed the scenario in every aspect:
1) Magnificent and atmospheric design
2) Interesting plot and beautiful cutscenes
3) Engaging quests
4) Good Gameplay
5) Other minor details that should be appreciated after completing the map

This author's work became the starting point that ultimately inspired me to try creating my own scenario.
I eagerly await the continuation of Sandro's story, as the recently released trailer has further fueled my interest.

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