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UPDATE! (01/08/23)
Version 1.0
- Fixed bugs in the map script;
- The Academy and Inferno territories are blocked for the player until Mythograd is captured;
- Added a cutscene after capturing Mythograd;
- Added an additional quest;
- Other minor fixes.

This is the final version of map 1.0
I apologize to those who downloaded the scenario with bugs and wasted their time, but at the same time, I thank them for noticing the errors.
I wish you a pleasant game!

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AstralLein
One of the rotating images in the map selection menu displays with a graphical bug.
That's strange; it displays normally for me.

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The wandering knights are Tier 4. Overall, this only affects the fact that they take too much damage from hero attacks, but it's still strange. Andreas, with whom I supposedly had an incredibly difficult battle, after which few survived, ran away when attacked. At the point where the quest for orcs is given, heroes continue to get stuck even after receiving the quest. It's annoying, although it's a minor issue. Most likely, a single line of code that disables the trigger was forgotten. As for the overall impressions, they are currently slightly below average. Dominik has become my main hero, and the main hero has turned into a "go fetch and upgrade troops at the fort" character because -10 defense is -10 defense. Although I already have Mythgard and a solid undead army, Dominik ate most of the neutral creatures with his powerful green army. And I'm still afraid that such neglect of one of the heroes will come back to haunt me. Besides, Dominik isn't a very good hero because Chaos on humans is not ideal. In general, I stick to the classics: I occasionally train troops and paint everything green, with archers, riders, and, surprisingly, knechts as the core. But running to the starting fort without additional heroes is quite tedious. The map is passive. Enemies sit in their territories and wait for me to visit. Three of them represent a Castle with a powerful hero and a ton of troops, which isn't very fun. So, the game is played rather slowly. At least for now. Let's see what happens next.
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AstralLein
The wandering knights are tier 4. Overall, this only affects the fact that they take too much damage from the hero's direct attacks, but it's still strange.

Andreas, with whom I supposedly had an incredibly difficult battle, after which few survived, ran away when attacked.)

At the point where the quest for the orcs is given, the heroes continue to get stuck even after receiving the quest. It's annoying, although it's a minor issue. Most likely, a single line of code that disables the trigger was forgotten.

As for the overall impressions, they are currently slightly below average. Dominic has become the main hero, and the main character has turned into a "go fetch and upgrade troops at the Castle" character, because -10 defense is -10 defense. Although I already have Mythgard and a solid undead army, Dominic ate most of the neutrals with a powerful green army. And I'm still afraid that such neglect of one of the heroes will come back to haunt me. And Dominic isn't a very good hero either, because Chaos on humans is not ideal. In general, I stick to the classics: I occasionally train troops and paint everything green, with archers, cavalry, and, surprisingly, serfs as the core. But running to the starting Castle without additional heroes is quite tedious. The map is passive. The enemies sit in their territories and wait for me as a guest. Three of them represent a Castle with a powerful hero and a lot of troops, which is not very fun. So, the game is played rather slowly. At least for now.

Let's see what happens next.
I reset the trigger for the orc quest region. I don't know why it's causing the player to get stuck there.
Hafada and Dominic need to be developed simultaneously; they will both participate in a rather difficult battle.
I'll think about how to increase the aggressiveness of the blue faction.

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The gates at Holyflame are almost magical. They were supposedly destroyed after my visit... but when I pass through them, the opening animation plays, followed by a falling animation. Alaric died in one of the cities without any cutscene. Is that how it's supposed to be? The blue hero (a female) took one of my converted Necropolises, and after that, the script for choosing the city's fate triggered again. And when I took it back, it triggered a third time. A couple of buildings were destroyed as a result, which isn't that important, as the city had several turns left, but Hafad's defense is now truly epic). Mentor gives a quest after each visit.
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"Плата за любовь"
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AstralLein
The gates near Sanctuary are really magical. They were supposedly destroyed after my visit... but when I run through them, the opening animation plays, followed by a falling animation.

Alaric died in one of the cities without any cutscene. Is that how it's supposed to be?

The blue hero (female) took one of my converted Necropolises from me, and after that, the script for choosing the city's fate triggered again. And when I took it back, it triggered a third time. A couple of buildings were damaged as a result, which isn't that important, as the city had several turns, but Hafad's defense is now truly epic)

Added 17 minutes later
Mentor gives a quest after each visit.
Okay. Alaric should be resurrected, right? I'll fix the script with the cities, the gates, and Andrias.

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Well, Alaric has nowhere to respawn. And I killed him once. The blue player only has Sanctuary and another town outside my influence.

The Ent quest is also given infinitely.

What's wrong with the Ents? It says: 20 druids in the army and no undead. I only have green humans and 20 druids...

Added after 2 minutes
It doesn't work with the druids either...

Added after 1 hour 10 minutes
Is that how it's supposed to be?



Added after 40 seconds
And what's up with the druids?
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AstralLein
Well, Alaric has nowhere to resurrect. And I killed him once. The blue player only has Holy Flame and some other town outside my influence.

The Ent quest is also given infinitely.

What's wrong with the Ents? It says: 20 druids in the army and no undead. I only have green humans and 20 druids...

Added 2 minutes ago
It doesn't work with just druids either...

Added 1 hour 10 minutes ago
Is that how it's supposed to be?



Added 40 seconds ago
And what about the druids?
Okay... The dwarf town shouldn't be under the player's control at all.
I've fixed the druids and everything else you wrote about, but I haven't updated the map yet.

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The battle for it was so tedious that I believed the city was a huge gold mine as a consolation.

Although I was pretty good too... I went without the Mask of Justice...

I captured Brightwood. I understand that it's just a city with a Tear for the player? Because besides the ghost with angel scripts, I didn't notice anything else.

Added 2 minutes later
What should I do with the demon... just overwhelm it with brute force? There are too many imps. If it had little devils...
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"Плата за любовь"
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AstralLein
The battle for it was so tedious that I believed the city was a large gold mine as consolation.

Although I was pretty good too... I went without the Mask of Justice...

I captured Lightwood. I understand that it's just a city with a Tear for the player? Because besides the ghost with angel scripts, I didn't notice anything else.
No, no, no, no! I missed this script again due to my absentmindedness... The player cannot capture Lightwood!
I will upload the corrected version soon.

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You can't do this, you can't do that... How many bugs are there... and how many fixes were there!

Added 5 minutes ago
By the way, what's the deal with the outposts and garrisons? I don't have the key to the infernal outpost, but I can get to the red one through a portal. I somehow got past the gnome at some point. I haven't seen a key for the mage at all. But I found some kind of key behind the demon in the form of a crypt.

Added 25 minutes ago
Oh my! The battle with Chaos is also bugged! Even when he has 0 units (already after all the spawns, including the one with 2x 50 archdemons), the demon doesn't die.
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"Плата за любовь"
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"Темные грани"
"Рок Гримхейма"
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You can't do this, you can't do that... How many bugs are there... and how many fixes were there!

Added 5 minutes later
By the way, what's the deal with the outposts and garrisons? I don't have the key to the Hell Outpost, but I can get to the red one through a portal. I somehow got past the gnome at some point. I haven't seen a key for the mage at all. But I found some kind of key behind a demon in the form of a crypt.
The Hell Gate in the dungeon is made as a joke. The others block the entrance to the lands of the Gnomes and the Academy.

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In short, no comment. It's impossible. I don't even understand how someone above wrote that they completed the map. It's simply impossible due to script errors!

Added 12 minutes later
In short, look at this script (Chaos). Something is wrong with it. And I would rewatch the entire battle. A lot of units, decent stats (weaker defense, slightly stronger attack than my hero), steals all mana (the necromancer's sign mitigates this a bit, but not in the first round), even more units from the script, and a wave of 8 dragons deals massive damage, not counting the damage to the rest of the army. And if I hadn't converted all the cities and was left with one Necropolis and one decent human city without angels, and with dwarves? With four Necropolises, I lost 200 Death Knights, but in a couple of weeks, you have them again... I was very careful to protect only vampires and liches. And I basically used dragons for the first time in this battle, although the AI didn't care about incorporeality.

By the way, the sudden unit changes are quite unexpected. Especially for the green faction. I was waiting for the green monk to attack with a cross, but they removed it. And the archangels in the AI go crazy, removing plague instead of attacking, even when they have the opportunity to attack.
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"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"

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