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Posts from The Necromancer's Path.

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Greetings) well, as I said in the previous map, that I would definitely play this one, and that is exactly what happened)

There will be many screenshots, battle replays, maybe even some saves if anyone wants to try playing it better or just have a heartfelt fight)

I didn't pass it on the first attempt again, but let's go in order. I'll start with the failed attempt...
- The progression breakthroughs were going more or less okay, but then Giovanni arrives with Elemental Balance; I somehow built the guild, caught a phoenix there, and I'm defending in the Castle all happy that everything is easy since I repelled him once or twice, then an Orc and a Human start raiding in turns... And in the end, after several such raids on my Castle, the army is gone, there are no ideas on how to defend, and I realize I'm doing something wrong, although sometimes I managed to catch a moment where the Orc or Human killed Giovanni himself while I just watched)) but that didn't help me much, because here you need to do what I'm not very good at, namely tempoing))
Successful attempt:
1) From the start, you realize that none of the possible Necromancers for purchase have Raise Dead (there is one higher up under the same guards, but I found that out later), but I cheated a bit: at the start, I went left; I got lucky with starting levels, caught Riddle and Spiritual Link, broke through the fort on the hill, they give you a Lich there, you upgrade to an alt-grade, and voila, you have Raise Dead and you're already a much happier guy...
2) The path with ghosts is a cool idea, and I realized that you need to take the artifacts there as quickly as possible—the Cloak and Band for the Sorceress (I'll call her that)—rather than waiting for Giovanni to come and attack you with those goods (the stats are already normal there). Like a cockroach, using a quick-save abuse, I went through the labyrinth, bumped into the ghosts, and gave them to Arantir.
3) It seems like he doesn't even come—or rather, not that he doesn't come, but not as quickly as when I dug in at the Castle.... Well, over time he comes, and overall there seem to be no particular problems with him.
4) But everything would have been okay if the Orc (Kargrag) and Human (Benedict) hadn't arrived, roughly speaking, together, and I was like "rupupum," what do I do with you? I struggled to defeat you one by one in the Castle, and here you are both of you; but this time Arantir is more spirited, so I think I'll hit you in the field...
Kargrag - Good stats, suppression of Summoning, Darkness, and other things)
Benedict - Only suppression of Darkness (this was my main concern)
I thought I'd just slap them once and be chill and relaxed, but nooo; each time it seemed a bit easier than the previous one, but I wouldn't say I was catching vibes while relaxing, and then there's this Giovanni running around (with Logistics) but he can be reined in a bit...
5) To close Giovanni or not to close?
- For some time I thought about this question when I entered the witches' swamps (or something like that), they say "give us the cloak, and we'll still steal experience from you," surely I shouldn't do that with Arantir? Let's be smarter: let's turn the image into mentorship, leave a cockroach there to dump his experience on cooldown... And run for experience for Arantir, but it's not that simple; in my opinion, after 3 or 4 times, the witches are like "we are all ala-yula goodbye," and I think "holy cow, everything was going so well..."
6) The alternative to closing the portal is a strong cockroach... For me, that was Rowena on house from the library + all buffs. Arantir took units 1 3 4 5, and the cockroach took 2 6 7; and stupidly stood at the exit of the portal and he almost didn't move (Giovanni)
7) Having removed the interference, I moved further across the map, and mostly there were no problems: captured the human Castle, the human stopped raiding, then the orcs', and the orc stopped raiding, and everything is great, you can go for the scrolls; of course, in between all these things, running after those logisticians so as not to give up the main castle...
It's nice that even if the cockroach is killed, he can be bought without any problems, that's pleasant... And that the AI aggros on them if you lead them aside, so that old Arantir could catch up (at first on foot, then to the range of the portal to the city; when there was only one city, there were no problems at all)
8) Having done everything necessary on the map, I went to the Sanctuary to meet Vesel; since I thought it was the last fight, I didn't worry much (but how wrong I was)
Vesel - all schools and a charmer. But what surprised me more is that you're better off not playing with Subjugation against him, because then he casts some imba spell (I wouldn't refuse such a thing) mass vampire + something else, and blocks further subjugation... What kind of sorcery is this?))
9) After Vesel I think GG, but then Bertram appeared; I look at him and realize that I cannot defeat him... And I think I need to do things slightly differently: I'll gather an army and "re-mentor" Arantir a bit
Main build (probably most people did this): Summoning, Darkness, Image, Charmer Defense = The only thing I changed was Elemental Immunity in Summoning; in Defense, I took BDP instead of Grave Cold. In Image, I brought back the eagle to see how Vesel and Bertram are leveled up
10) Came with a large army) Vesel was handled with my left foot's right pinky finger; Bertram is harder because there are just too many combat stats there, but nothing, it can be done)
11) Imba horses that have double attack and infinite retaliation (just machines, with shock and a bunch of immunities, way too imba overall) but they can be killed... Griffins that hit without retaliation, and Heralds who don't have the ability to kill one unit((( Unfortunately, I didn't break through a single red Dragon Utopia, because by the time I crawled there, they were all cleared, and apparently they don't respawn?
P.s. Overall, I am very satisfied with the scenario; beautiful map, difficult, relatively always keeps you on edge, but at some moments, running after those guys exhausted me—of course, this is a question of my gameplay, not the map, but it was a bit "upikivalo" (I'll call it that)
- Side quests are cool: getting the key, sailing by sea, opening the passage; and that guy who throws things is also cool.
- All enemies have Logistics, and this is truly nightmarish—you really have to catch them, or they won't attack themselves, as there were moments when you run after them for quite a long time...
- Arantir should get Log somehow... But it's not needed for the finale, although again, if the final boss runs away, you won't catch him)
- Variability in build choice via items - I already thought maybe to hell with the Necromancer set (thankfully the cloak can be returned later), and maybe drop Charmer and take something else (Log attack or even Light) and instead of Charmer, use the staff and ring of Sar Isso?)
- Too few artifacts for feet - I mean travel ones... and there are no yellow boots; in a build without Log, I'd like to have them)
- To the left of the starting castle, there are three graveyards and Necromancers, and near the Sanctuary (conditionally) Liches with catapults—for map atmosphere? Is there any way to reach them?)

So, comrade author) you said there would be a sequel soon?) where is it, I'm waiting)) Thanks for the map)
I really wanted to slap Giovanni and capture his castle))


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Continuing with the files... Something is preventing the saved games from loading. If you need them, let me know, and I'll try again.
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Thanks for the Walkthrough!

Yes, the map is fast-paced. Or rather, it returned to this state after the latest update. With the right actions, it can be completed very quickly.

I don't know why the red undead were cleared out: the AI has been blocked from accessing them. I even checked, just in case. It's a mystery.

By the way, Benedict pumped himself up with a log in his only empty slot. The Orc received it because of the distance of his city, and Giovanni to cause more trouble.

I'm glad the Orc was dangerous, because in older versions he was useless, and in the very first versions, the AI didn't take him seriously at all.

I noticed that you have a broken icon for the bundle of firewood: I assume your graphics settings are below high?

In fact, Bertrand is much easier than Wessel and even Kirdan from the Plate. He is designed as a character to be easily defeated by summons and berserkers. The Staff of Sar-Issa, which is sold by the prophet for some rare resources, helps with this. As a rule, it is enough to subdue the forest archers and then use their efforts to annihilate most of the bald warlord's forces. + he has a fixed army.

Yes, the map is designed with the assumption that, in addition to Arantir, there is another leveled-up necromancer, or even two.

Thank you again, and the new map will soon go into test mode, and then into release!

Added 1 minute ago
And the graveyards and liches are just a joke. When redesigning the mountains in the update, I filled a lot of empty space on the map that I had left myself.
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
In reply to AstralLein
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AstralLein


Thank you again, and the new map will soon enter the testing phase, and after that, it will be released!

.

A new map? Shades of Darkness?
In reply to AstralLein
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AstralLein
They are the cutest!
Oh, you! Well...
In reply to AstralLein
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AstralLein
Thank you for the Walkthrough!

Yes, the map is fast-paced. Or rather, it returned to this state after the latest update. With the right actions, it can be completed very quickly.

I don't know why the red undead were cleared out: the AI has been blocked from accessing them. I even checked, just in case. It's a mystery.

By the way, Benedict gave himself the log in his only empty slot. The Orc received it because of the distance of his city, and Giovanni to cause more trouble.

I'm glad the Orc was dangerous, because in older versions he was useless, and in the very first versions, the AI didn't take him seriously.

I noticed that your firewood icon is broken: I assume your graphics settings are below high?

In fact, Bertrand is much easier than Wessell and even Kirdan from the Plate. He is designed as a character to be easily defeated by summons and berserkers. The Staff of Sar-Issa, which is sold by the prophet for some rare resources, helps with this. As a rule, it is enough to subdue the forest archers and then use their efforts to annihilate most of the bald warlord's forces. + he has a fixed army.

Yes, the map is designed so that, in addition to Arantir, there is another leveled-up Necromancer, or even two.

Thank you again, and the new map will soon go into test mode, and then into release!

Added 1 minute ago

And the graveyards and liches are just a joke. When redesigning the mountains in the update, I filled a lot of empty space on the map that I had left myself.


Yes, I play on medium graphics because my hardware doesn't allow for more. I don't have time or the opportunity to play on PC, but I can sometimes play on my laptop
In reply to AstralLein
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Hello, AstralLein!
I downloaded your map, played it, and enjoyed it. Also, the model of the red inquisitor (Vesel, I think) is really cool. Can I borrow this model for my map?

Мои карты:
Падший рыцарь
Сердце Хаоса

Мои моды:
Визуальные:
Изменение внешнего вида героев-некромантов
Существа-жители и кое-что по мелочи в городах Ордена Порядка, Некрополиса и Инферно

NCF-существа:
Странствующие рыцари
Наемники

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Thanks! Unfortunately, this model has already been borrowed, so it's not unique at all, and the reskin itself is based on the model of the arch-bishop from the Unicorn Empire, which in turn is just a recolor of the inquisitor. I recommend asking someone, for example, fktifzobr@mail.ru, to repaint the inquisitor in another color. Or, for example, there are many adept models that are just repainted inquisitors.
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
In reply to AstralLein
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AstralLein
You're welcome! Unfortunately, this model has already been borrowed, so it's not unique at all, and the reskin itself is based on the model of the archpriest from the Unicorn Empire, which in turn is just a recolor of the inquisitor. I recommend asking someone, for example, fktifzobr@mail.ru, to repaint the inquisitor in another color. Or, for example, there are many inquisitors repainted as adepts.
The model is still beautiful, and it's very good that the inquisitor is red, because in my scenario, one of the hero-inquisitors is a demon. And I will repaint his face to look like a regular inquisitor.)

Мои карты:
Падший рыцарь
Сердце Хаоса

Мои моды:
Визуальные:
Изменение внешнего вида героев-некромантов
Существа-жители и кое-что по мелочи в городах Ордена Порядка, Некрополиса и Инферно

NCF-существа:
Странствующие рыцари
Наемники

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Hello, **AstralLein!**

The map is a bit challenging for me, but I still managed to complete it. I noticed a bug at the end when Bertrand appeared; I was a little scared and ran away. To my surprise, he almost wiped out his entire army against a secondary hero. In the end, it turned out that he could be defeated without any losses, which I don't think is how it should be (version 2.1).
In reply to Sergik_I
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Sergik_I
Hello, AstralLein!

The map was a bit challenging for me, but I still managed to complete it. I noticed a bug at the end when Bertrand appeared; I got a little scared and ran away. I was very surprised when he almost wiped out his entire army against a secondary hero. In the end, it turned out that he could be defeated with almost no losses, which I don't think is how it should be (version 2.1).

This is a quirk of the AI. It can be fixed with a single, separate script function, but Bertrand is a simple and not very important boss. The key remains Vessel.

Thank you for completing the map!
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
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I'll start playing now and write back later.
О дивный новый мир...
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I played the latest version and was pleasantly surprised by the improvements in what was already a good map. First and foremost, this applies to the gameplay. Constantly respawning enemies with a lot of hit points behave very aggressively and don't let the player relax, which gives the game a special drive. As a result, I completed the map with a hero, though not without difficulty, in 127 days (and received a Thunderlord). I must admit, the latest version is more difficult than the initial version (before, I could complete it in 100 days). Thank you to the author for their hard work and creative approach.

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