Posts from Valley of the Marauders
Why does the game feel this way? It's completely awful! Author, please write how to brighten up the map, or do you want us all to get addicted to playing for points? There is darkness like in , but there is also a kind of darkness like yours – it’s just terrible and hurts your eyes! This doesn't add atmosphere; it adds annoyance. This applies to all map creators for "krotov"!
I want to understand why the opponents are stronger on the Barbarian than on Remixa's stream, and why you can't build anything from the advanced building branch in the city?
As for building something, you can build everything, except for the tavern, I think.
As for building something, it's not possible. You can build everything except for a tavern, for example.
The map was downloaded from Yandex.Disk, and the screenshots from the game are in the first post. I tried it with both the vanilla game and the NFC mod, and the result is as shown in the screenshots...
The map was downloaded from Yandex.Disk in the first post; here are screenshots from the game. I tried it with both the vanilla Heroes and with the NFC mod, and the result is as shown in the screenshots...
And these upgrades with overpowered stats appear right after them.
I understand, of course, but they attack no matter what... You're sitting in the castle, a battle starts in the field, you hide in the sanctuary, a battle starts in the field... How is this even possible?
If anyone has managed to beat them, please give me some tips, or maybe the author can explain.
Hey guys, or the author, can you tell me how you dealt with those boss encounters where the enemies just attack you out of nowhere, like the Incubus and the Devil, and then immediately after, without giving you a chance to click "OK," the Archdevils and Temptresses (who are very strong) appear? I can more or less handle the first wave, but then comes the second wave, which I can't defeat... even though my hero defeated the first wave.
And these upgrades with overpowered stats appear right after them.
I understand, of course, but they attack no matter what... You're sitting in your castle, there's a battle in the field, you hide in the temple, there's a battle in the field... How is this even possible?
If anyone has any tips, please share, or maybe the author can explain.
Hello. This is what happens when a map isn't tested enough and is just thrown together... I completed it with a large army of creatures, in the late game, using Haven and summoning. The remix, I think, involved mass knights with vampirism, before it was banned. Considering the battle and how far away it is, your army is quite weak...
It's not about that, they just attack at the end of the 3rd month... There is, of course, an idea... But I don't really want to lose the entire army to them, all the griffins, unicorns, and angels, and summoning with 8 spells won't get you very far... So, why did you take the vampire, or do you need to complete the entire map in 4 months? Or should I just give up?
It's not about that, they just attack towards the end of the 3rd month... There is an idea, of course... But I don't really want to lose the entire army to them, all the griffins, unicorns, and angels, that is. Also, summoning with 8 spells doesn't get you very far... So, why did you take the vampire, or do you need to complete the entire map in 4 months? Or should I just give up?
I don't quite understand what you mean by "attack," i.e., nothing happens, you just wander around the map, and then a battle starts? As far as I remember, these two were thinking about how the battle would unfold after the monologue with the God of Thunder.
I only captured the first Castle, then a red dragon (the mage) flew in, then Pit (the barbarian) came, but he doesn't attack me, he just runs off to capture mines. He doesn't bother me, even though I specifically ran around with a small army to bait him, but he still doesn't pay attention to me
Well, I finally managed to complete this scenario, and overall, I was satisfied, except for a couple of nuances I didn't understand)
1) Regarding the previous post, the script does indeed activate the Bot, oddly enough, if Pit (Barbarian) doesn't attack, and you don't touch him, he can travel wherever he wants, and eventually he still goes to the God of Thunder, and the script activates. The solution is simple: either kill him quickly, or don't let him go there...
With that issue resolved, moving on.
The idea itself is cool. Different factions are described in full — which faction is where, what they like to do, so you can adapt your tactics against them. But I was foolish and leveled up not as rationally, let's say, and didn't adapt to a specific faction. Looking ahead, I'd say the first boss (the one that breaks your face with Chaos) and the Red Dragon that rushes the castle and also breaks your face raised the most questions. I didn't have many issues with the other bosses. And knowing what was coming in the end, I wasn't in a hurry at all, and "Prepared" enough to take them out without losses. I'll go through everything in order...
1. We start by needing a castle and capturing the "Central Sanctuary" through the Manticore passage twice and a stack. No issues with the Manticores, a few with the stack, but it's doable with minimal losses, sometimes more, sometimes less. Ideally, we capture the castle and, by the end of the week, take the outpost. The cool part is that it has tier 4, 5, 6, 7 creatures (looking ahead, all outposts have such stacks). And another thing I liked is that all outposts later are reachable by caravan in one day, respect to the author for that — a small thing, but pleasant)
Battle 1
2. We go to the first castle, or rather, before reaching the castle, we encounter the first "immortal" obstacle in the form of a Necro with a Wight model...
No major issues with this fellow, except he has an unpleasant ability "Grave Cold" and has Berserk, thankfully only for one turn. But the key catch isn't that; it's that he keeps getting back up until scouts along our path tell us, "Hey buddy, capture the mines and all will be good." The only thing that seems a bit illogical to me is that after capturing the mines, we have to kill him again... In theory, we captured the mines, and the guy dies, but oh well...
3. Citadel of the Metal Element - the first castle in the chain of main quests. Here we're warned that the guy seems easy with Chaos and a Lucky Wizard, but in reality, he hits like crazy. In my head, I had a plan to beat him with minimal losses (but unfortunately didn't execute it; maybe it'll help someone): machines with a Ballista Rapid Fire and First Aid Tent, attack with Firearms, defense with Ballista Defense and Proficiency, and take 7 stacks of 2 and take him down with minimal losses, letting him do whatever he wants. But alas, I didn't get Ballista Defense and Proficiency, and had to sacrifice a fair amount of meat. Otherwise, the plan was good)
Against Zimo
That's an interesting fellow) Oh well, moving on...
Periodically, various units attack us, namely: Red Dragon - mage with Fireballs, Pit (Barbarian) - with machines (whom I only fought right before the final), Emerald Dragon (Necro, I think) - with Dark Magic, Berserk, Puppet, Blind.
I didn't screenshot the first one, but I have the "Necro," so here it is... Against the Devourer of Skies
A nice bonus from this guy is a half-set of Necro gear with a Staff. The tactic against him is quite simple: if you have Light Magic, no problem. If you don't have Light Magic (as in my case), make two stacks of Paladins and remove all the nasty stuff he casts, while simultaneously killing the Cat. Inside the castle, kill the flyers, shoot the rest. However, when his mana runs out, he'll start hitting hard with his hand, and it hurts because of his level. But no problem, killing him a second time won't be an issue later (because by then you'll be strong enough).
4. Citadel of the Wood Element - the second zone in order, where there's a side quest involving the Grail. I have some questions about this zone... I'll start with the side quest: there's a Goblin camp and a Light Elf camp. The Goblins ask to clear out the Light Elves, and they'll help us. The Light Elves ask to find an Ent so they can leave these lands... I decided to help the Druids (looking ahead). The Ent is in a prison guarded by the "Chosen One," I think (I didn't screenshot him because I didn't see the point).
- When approaching the prison, it mentions two keys. Were these supposed to be given for killing the Ghost and Astral Dragons? I didn't quite get it — I returned to the prison after clearing almost the entire map?
- I think I broke the quest by killing the Druids highlighted in blue, because the Grail was behind them. And horses can't train themselves without enough money? What I'm getting at: I entered the prison, they said the Ent is with us, returned to the Light Elf zone, but nothing happened (did I break the quest?).
So, back to the zone itself: we clear everything and go to the castle. During the attack, a small number of High Druids fight for us, but why do they spawn near the wall, in the spikes? While the Goblins spawn normally on my half? I understand that if I had chosen the Goblin side, they would have helped me during the siege? And since I did the opposite, the Druids help me? Regarding this boss, a Barbarian with an Ogre set, hits pretty hard in melee. Second Castle
I won't say much about tactics — despite hitting hard in melee, he's not a Haussier who almost one-shots with a spell, so we move on...
The GG's stats at this point are as follows
5. Citadel of the Water Element - this is a more fun game zone, with a sea, a tavern, and a Mentor. The boss himself uses Light Magic, the only discomfort he caused was Divine Vengeance...
At the Mentor, in the image, we take a Mentor, replace Machines with Leadership, replace Fire Arrows in Attack with Battle Fury with Empathy, and you can smash everything and everyone to your heart's content)) And for the Mentor, we make a Trainer with Leadership, Recruitment, etc., etc.
For Water
Here there is also a prison with the Ent, which I mentioned earlier. There's an unclear quest with dragons, and some guy, a Drifter Invader, who didn't come for me but sailed away to a small island with a portal, left his boat there, and I couldn't get to that island, but I defeated the bot.
Here there's also an interesting stack that you don't have to kill, but it's an eyesore: 25k (I think) Unicorns. I decided to beat them, why not? I go to the Mentor again, take Dark Magic, and wipe them out, not without losses (they split into 4 stacks), but it's doable. After this mischief, I re-spec back.
63000 Unicorns
I didn't screenshot the Water boss himself because I didn't have the solution at that moment. Nice bonus: our outpost, which is not far from the portal, reaches the castle in one day. Plus, there's a Water Dragon Utopia on the water. Moving on...
6. Citadel of the Fire Element - I had no issues with the boss himself, especially since we already have such an army that auto-battle can handle it) So I won't dwell too much on it, just some screenshots showing what he is
- Upon entering the zone, we get a side quest: to beat some guy to claim the Dragon Utopia's riches. Here's the guy
All was fine; I arrived before this guy, the battle started, I won. But I can't attack the Utopia; the turn just ends and nothing happens. Is this a bug, or is it intended...?
This zone also has our outpost, which is one day's travel from the castle)
7. Citadel of the Earth Element - I liked the variety of choices for the course of events here, but I'll go in order. When entering this zone, some Lady (Green Player) was running around. I had seen her moving about before, but when I entered the zone, she was meekly waiting for her death near the stables. What was she for at all? And what was supposed to be connected with her? I never understood. I defeated her and went to the castle...
When approaching the castle, we are given a choice: either we conquer the castle, or we help it, and it will surrender. Naturally, I chose to help. Helping means dealing with a Necromancer, and a small zone opens up with the Necromancer, where he waits for us to come for his soul... Here's the Necro
As you understand, at this stage there can be no issues with him at all... A nice reward from him was Cloak of the Deadly Shade + Crown of Leadership (to boost Recruitment) + Pendant of Mastery (which allows buying and training everyone and everything).
After defeating this guy, the castle automatically becomes ours, and we can confidently go for the finale. The last blocked passage opens; we go to the God of Thunder.
8. Finale - the God of Thunder. On the way to this guy, we will again meet 3 heroes who periodically threatened the "Central Sanctuary." No problems with them at all. After a dialogue like "This is all a game, stop playing around, it's time for you to die," two strong creatures attack us. They are indeed strong, but since I knew it would be tough, I decided to prepare so that it would be easy for me. So, here we have a level 35 Paladin who bends everything with an unreal army (which Rutger conveniently grew for us).
Finale 1 (with no upgrades)
Finale 2 (with upgrades)
Let's summarize: Overall, I'd give it a solid 4. I liked the map, the idea is good, not without its rough edges, of course, but I'm satisfied. I completed it with the Dwarven Elder mark. Yes, it took a very long time, but I wasn't in a hurry, so in the end, the finale didn't feel like one. In the end, the Succubus and Demonesque died from one Cavalry charge, and the Devils and Archdevils I shot a bit, and then charged with the Cavalry again. It's a pity they didn't let me watch a cutscene after the first battle. More precisely, that's not right: I manage to read a couple of words, and the second battle starts, and after the second battle, no cutscenes, just victory. Thank you to the author and everyone who contributed to creating this scenario. I was satisfied) Battle replays will be in the post below)
Oh yes, there were 63,000 horns, divided into 4 stacks.
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