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Posts from The Road Back

4.0 (3 ratings)
In reply to Antik
7 years ago
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I played version 1.0 (1? - in the topic header/text #45) for 133 days, as a "hero." In many ways, I will repeat what was written here before. I liked the overground map (4+). The additional quests are uninteresting. The "Siege Master" quest is frankly detrimental and a waste of money. I took it, looked at it, and then continued playing without it. It is impossible to befriend the elves. The structure of the friendship is overly complicated. First, the elves themselves are aggressive; you can't avoid fighting them. The prison is located in such a place (simply awful) that it is easier to kill the turquoise hero than to free him from it. Finally, having 4 of your own castles is better than 2+2. It would be good to limit the number of turquoise heroes and their resurrection after defeat. In a week, I killed Iris, Dugald, and another couple three times each. They pop up like cockroaches when their time is near. The fact that the turquoise faction places huge garrisons in the mines is not very appealing to me. A small cockroach runs up and, bam, there are more troops in the mine than he has under his command. You have to use the main hero to retake the mine; there can be no help from the second or third hero, and there is nowhere to hide them from the enemy. The mentor could have been placed in a more convenient location, for example, near the two-way teleport. I played a version where the elven castles remained under the player's control. This is not a bug; it is a feature. Without it, playing as the Dungeon faction would be very boring. The Dungeon faction gets a 3. I don't know what the buttons were like in the first version, but in this one, I strained my eyes looking for them. Why? As a result, I found two myself and two in the editor. Why does only the main hero have to press them? What is the point of this rubbery feel and pointless running around? If you don't play in one sitting, you won't remember whether the button is enabled or not, and it is unclear how many times it has been pressed. Rebuilding the demon dwellings near their castles is a pointless endeavor; it just wastes resources. Summoning troops from there is a disaster; it blocks all movement for an indefinite period. The demon heroes are made according to the same pattern as the human ones: they are resurrected quickly and with huge armies, each with their own thousand demons. In this regard, Edward's special ability shines with its uselessness like the star of Bethlehem. The battle revolves around one thing: managing to kill as many demons as possible before their first turn. If you succeed, the losses are small; if not, you lose. In any case, you can't handle more than one battle a day; you get exhausted. The demon heroes strangely change the grades of their troops on the move: demonesses become temptresses, and so on. Perhaps it would be better to design the Dungeon faction as a separate (from the overground) map or to seriously rework it. The final battle lifted my spirits. I saw it happen live: he took a very sharp saber and stabbed himself. The garrison commander has a lion's mane, skillful leadership - inspiration, retribution, and with his first spell, he turns everyone into vampires. What is the morale of the undead? In the Dungeon faction, during the dialogue with the priest, a piece of text ("For such cases, if you forgot to check, an exit was created, but when the demon attack occurred, I closed the portal with a barrier.") went beyond the bottom edge of the screen.
7 years ago
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It would be nice to remove the fog during battles.
In reply to elizbar1967
7 years ago
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elizbar1967
The fog should be removed during battles.
In the map version I played, there was no fog, or it didn't bother me.
In reply to 13га
7 years ago
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13ga
I played the map version 1.0 (1? - in the topic header/text #45) for 133 days as a "hero." I will largely repeat what was written here before. I liked the overground map (4+). The additional quests are uninteresting. The "Master of Siege" quest is frankly detrimental and a waste of money. I took it, looked at it, and then continued playing without it. It is impossible to befriend the elves. The structure of friendship is excessively complex. First, the elves themselves are aggressive; you can't avoid fighting them. The prison is located in such a place (it's a real pain) that it's easier to kill the turquoise hero than to free him from it. Finally, having 4 of your own castles is better than 2+2. It would be good to limit the number of turquoise heroes and their resurrection after defeat. In a week, I killed Iris, Dugald, and some other pair three times each. They keep popping up like cockroaches when their time comes. The fact that the turquoise faction places huge garrisons in mines is not something I particularly like. A small cockroach runs up and, bam, there are more troops in the mine than he has under his command. You have to drag the main hero to retake the mine; there can be no help from the second or third hero; there is nowhere to hide them from the enemy. The mentor could have been placed in a more convenient location, for example, near a two-way teleport.
I played a version where the elven castles remained under the player's control. This is not a bug; it's a feature. Without it, playing in the Dungeon would be very boring. The Dungeon gets a 3. I don't know what the buttons were like in the first version, but I strained my eyes trying to find them in this one. Why? As a result, I found two myself and two in the editor. Why should only the main hero press them? What's the point of this rubbery feel and pointless running around? If you don't play in one sitting, you can't remember whether the button is enabled or not; it's unclear how many times it has been pressed. Rebuilding the dwellings of demons near their castles is a pointless endeavor; it just wastes resources. Summoning troops from there is a recipe for disaster; it will block all movement for an indefinite period. The demon heroes are made according to the same patterns as the human ones: they are resurrected quickly and with huge armies; each has their own thousand demons. In this regard, Edward's special ability shines with its uselessness like the star of Bethlehem. The battle revolves around one thing: managing to cut down as many demons as possible before their first turn. If you succeed, the losses will be small; if not, you're done for. In any case, you can't handle more than one battle a day; you get exhausted. The demon heroes strangely change the grades of their troops on the move: demonesses become temptresses, and so on. Perhaps it would be better to create the Dungeon as a separate map (from the overground map) or to seriously rework it.
The final battle lifted my spirits. I saw it live: he took a very sharp sword and killed himself. The commander of the garrison has a lion's mane, excellent leadership - inspiration, retribution, and with his first spell, he turns everyone into vampires. What is the morale of the undead?
In the Dungeon, during the dialogue with the priest, a piece of text ("For such cases, if you forgot to check, an exit was created, but when the demon attack occurred, I closed the portal with a barrier.") went beyond the bottom edge of the screen.

Thank you for your feedback.
Where did the elves come from, and why is it impossible to befriend them?
I'll think of something about the earthquake. By the way, what's wrong with it?
The concept of resurrecting heroes was taken from the previous map, where there were almost no complaints about it, and it worked well.
Do you have any suggestions for reworking the Dungeon?
I don't quite agree with you about the final boss: even though he loses morale, you can't control his troops, and as soon as the vampirism is removed, everything will return to its place.
In reply to AlekseyS
7 years ago
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I replayed the map. I finished it in 103 days. I encountered a bug. I captured an Elven Castle and hired a hero there. (The main hero's turn ended, and he was not in the Castle). I moved him to the city rebuilding button, the city rebuilt, and I was given a loss. If you rebuild the city first and then hire a hero, everything works normally.
AlekseyS
Where do the Elves come from, and why is it impossible to befriend them?
The Elves follow one path: they capture a gold mine, then a crystal mine. If left unchecked, they capture a mercury mine and attack the Castle. The first Elven hero is easily defeated, but then another arrives with a much larger army, and so on, until either Glenheim falls or the nearby Elven Castle is captured.
What can you suggest about the earthquake? What's wrong with it?
In terms of siege, it doesn't provide any advantages. The hero is pushed back on the scale – that's a negative. Destroying walls works against the player. Walls reduce ranged damage and knock out towers, primarily low-level creatures. Edward's archers are weak; they're not like Dugald. They are only effective with high-level creatures; otherwise, regeneration won't save them, and the hero's resurrection is not very good. Monks/Inquisitors shoot poorly; the presence of walls is not as significant for them. Angels can fly over fences, and cavalry can only pass through the gates. However, the defenders have free passage across the entire front. They have more units and can immediately attack with all their forces. In a normal AI mode, understanding its advantage in numbers, it tries to bring everyone out into the open, but the walls hinder this; as units pass through the gates, they spread out. This circumstance helps in better implementation of the hero's special ability.
The concept of resurrecting heroes was taken from the previous map, where there were almost no complaints about it, and it worked well.
It's a different map, different heroes – everything is different. People are not complaining about the concept itself, but about the frequency of the turquoise opponent's resurrection. In the previous map, the main hero was a mage and easily received mentorship, so auxiliary heroes were not used at the first level. The main offensive force was magic; each hero had a lot of it, and it was not a problem to restore it. Finally, the map itself had other details: the paths to the enemy cities did not go through their garrisons (at least one), so capturing them was much faster. Mines simply changed the flag; no guards appeared there. Here, the hero first receives machines, and mentorship is postponed indefinitely. The main striking force is the units in the army; almost everything is taken from the Castle by the main hero. So, the Castle is guarded by a second-level hero with peasants. The roads to the turquoise cities are protected by large garrisons, and there are no ways to bypass them. Having 3-4 heroes against one, the AI easily captures all the mines and external structures.
Do you have any suggestions for reworking the Dungeon?
At a minimum, don't resurrect demonic heroes with an army. I don't like the architecture of the Dungeon in the form of a three-way tube, but this depends on how long the war with the demons is expected to last.
I don't quite agree with the final boss: even though he loses morale, the troops cannot be controlled, and as soon as the vampire curse is removed, everything will return to normal.
There is some incorrect initial assumption here: the player will definitely use "Darkness." I posted my replay; the battle is won with moderate losses without a second school of magic. "Darkness" is convenient when a small army faces a huge one. On the map, you can gather a very large army. Even without training in the cities, I barely managed to buy all the units, and everything that brought in money was used. At the end, I sold a lot of artifacts and resources to upgrade the troops. Second, who will remove the vampirism? I don't need it. My troops with morale attack much more often, deal more damage, and cut down the enemy like chickens; why spoil it? Edward's special ability works even better on vampires.
In reply to 13га
7 years ago
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13ga
I replayed the map. I finished it in 103 days. I encountered a bug. I captured an Elven town and hired a hero there (the main hero's turn ended, and he was not in the town). I moved him to the town rebuilding button, the town rebuilt, and I was given a loss. If you rebuild the town first and then hire a hero, everything works normally.

Most likely, the main hero was standing at the castle gate, and during the rebuilding, he was "crushed."
13ga
In terms of siege, this doesn't give any advantages. The hero is pushed back on the scale – that's a minus. Destroying the walls works against the player. Walls reduce ranged damage and knock out towers, primarily targeting low-level creatures. Edward's archers are weak; they are not like Dugald's. It's only convenient to play with them using high-level creatures; otherwise, regeneration won't save you, and the hero's resurrection is not very effective. Monks/Inquisitors shoot poorly; the presence of walls is not so significant for them. Angels can fly over fences, and cavalry can only pass through the gates. But the defenders have free passage across the entire front. There are more of them, and they have the opportunity to immediately attack with all their forces. In the normal AI mode, understanding its advantage in numbers, it tries to bring everyone out into the open, but the walls interfere; as units pass through the gates, they spread out. This circumstance helps to better implement the hero's special ability.

I'll remove this ability, but if there are no ideas for improving it.
13ga
There's some incorrect premise here: the player will definitely use "Darkness." I posted my replay; the battle is won with moderate losses without the second school of magic. "Darkness" is convenient when a small army faces a huge one. On the map, you can gather a very large army. Even without training in the cities, I barely managed to buy all the units, and everything that brought in money was used. At the end, I sold a lot of artifacts and resources to upgrade the troops. Second, who will remove vampirism? I don't need it. My troops with high morale attack several times more often, deal more damage, and cut down the enemy like chickens; why spoil things. Edward's special ability works even better on vampires.

I downloaded the replay but haven't watched it. Somehow, I missed this option (that the player won't take "Darkness"). I'll add a mass vampirism spell, but only when the player has "Darkness."
3 years ago
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Hello! I've finished playing the latest (hopefully not the last) scenario by this author, and I want to share my impressions. To be clear, while I generally dislike searching for Rune Spheres, this scenario actually gave me a lot of enjoyment, especially in the starting area. 1) Start: There are some weak enemies, and it's fun to experiment with different tactics against them. Of course, I grabbed the Boots of Speed and cleared out as much as possible. I didn't rush to capture the Castle; instead, I took some War Machines with rapid fire and a Tent, and only attacked the Castle later to minimize losses. Then, I captured the Castle and moved on. 2) Friend or foe? I'm curious if anyone has tried the "friendship" option. I don't understand how it's possible when the green faction attacks you. In my opinion, the Knights spawn too quickly and don't allow you to do what you want at any given moment. Also, the constant need to capture mines is annoying. You have a decent army, but it's still relatively weak. You can defend against attacks, but until you've developed your town, you really need those mines. If you don't keep a close eye on them, you'll lose them, and then you have to attack to retake them instead of using your army for other things. 3) For such a rich map, there could have been a few more artifacts. I mean, there's only one shop, and that's it. In the end, surprisingly, I decided to go with an Archer set in this game, rather than a Necromancer set. 4) After defeating Windhelm and finishing off the Elves, I cleared the entire map and trained some troops. I didn't max them out, but I had a decent army, as there wasn't much money at the start. It consisted mostly of Archers, then Monks, and a few Knights. I think 5 months was enough time to gather my forces, so I decided to head for the portal. 5) There were no problems with the Demon. The real problem was finding the buttons; I spent a long time looking for them. It's a shame they aren't highlighted when you press Alt. There's a Mentor near the Castle, and it's a small thing, but it's annoying that I couldn't buy back my Beetles. They were in the tavern, but they had some COSMIC stats, and when I tried to buy them, the game just crashed. 6) The earthquake quest seems useless at first glance, but if you're playing with an Archer set, it can be useful. There are no walls, so you can always shoot directly. It's a small thing, but it's nice. 7) I wanted to develop a Ranger and was thinking of taking Darkness, but in the end, I realized I didn't need it. I also kept my Rogue with high Intelligence. Overall, I didn't find any good items for about 20-30 minutes, so I gave up and decided to stick with what I had. I'll post my build below. 8) After finding the buttons and entering the portal, I thought, "Oh no, are they going to make me lose everything again?" But I had a large army, so I wasn't too worried. To my surprise, when I approached the garrison, I was greeted by a very powerful Dugald, with an army that outnumbered mine. I was completely outmatched. He started casting mass Vampire, and overall, he had better stats and a better army. But I managed to defeat him, and I was left with only one stack of Monks, which was enough. Overall, I enjoyed this scenario, and I would like to see a continuation of this story. Thank you to the author for creating such great content. I'll attach some screenshots. P.S. What is this "Erivel Human" thing?
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3 years ago
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Excellent scenario, kudos to the author!
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2 years ago
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I played through the scenario again with the new version. I still think it's a great scenario. The spawning of the turquoise creatures was the only thing that bothered me. The final battle can be easily countered with empathy and mass removal. Instead of Darkness for the last battle, it's better to level up the summon skill with the mentor (but this applies specifically to the final battle); Darkness isn't really useful there. Thanks again for the game.
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