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Posts from Fallen Knight

4.8 (4 ratings)
In reply to AstralLein
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3 years ago
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AstralLein
In short, no comment. It's impossible to beat. 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 ago
In short, look at this script (Chaos). Something is wrong with it. And I would re-watch the whole battle. A lot of meat, decent stats (weaker defense, slightly stronger attack than my hero), steals all the mana (the necromancer's sign slightly mitigates this, but not in the first round), even more meat 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 dwellings? With four Necropolises, I lost 200 Death Knights, but in a couple of weeks, you have them again... I guarded only vampires and liches as if they were the apple of my eye. 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.
I don't know, the script with Chaos works perfectly for me. And it also worked for my tester. I have no idea what your error is.

Added 3 minutes ago

UPDATE! (01/10/23)
Version 1.0
- Fixed errors in the map script;
- Alaric and Valeria now respawn;
- Increased the aggressiveness of the Blue player;
- The player is prohibited from accessing the garrison guarding the portal until Holyfire is captured;
- The player is prohibited from accessing Holyfire if the quest to capture it has not been activated;
- Other minor fixes.

All errors have been fixed. I warn you - all quest givers give the quest only ONCE, and after visiting them - a QUEST COMPLETED message.

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3 years ago
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Well, using the console and magic, I finally finished this scenario. I completely forgot that if you reload a save with a broken combat script, the latter will stop working entirely and the battle will end. So, I did eventually destroy the demon. But my torments didn't end there...

I had absolutely no idea how to get to the mage or where the demon's other town was. I didn't understand how to get past the heralds or where the Tear was. Using the power of the console, I opened the map and found a Necropolis with a key-bearer of a suspiciously magical color. The thing is, there's absolutely no way to get there—no portals, nothing. Just a broken bridge. So, I stood on the very edge of this bridge. It turned out that the trigger zone for repairing this bridge is on the very edge! Tiny! I didn't bother repairing it, I just teleported there using a cheat, wiped out the Necromancer (for some reason under the demon's flag), and gained access to the mage. I killed him; there wasn't even a cinematic, but the quests were marked as completed.

Still, I needed the Tear. I found its location. It was behind the heralds. I just walked straight at them and suddenly they let me pass, lol. They could have warned me... I dug up the tear, built it, and headed for Holyflame. If Dominic attacked it, the animation for removing the barrier played and nothing else. If Hafad did, the animation was skipped and the battle began. Hafad just had a bare garrison, while Dominic had a fairly weak army of an archbishop. Everything was going like clockwork, but then I realized I was doing something wrong because an error appeared in the console saying the quest doesn't exist.

It turned out that first I had to go to the cemetery and speak in a known language with a weak Alaric, and only then go to Holyflame. Except the scripts fully allowed doing it the other way around and breaking everything.

After doing everything properly, I made a bold move and returned Lightwood to the blue player via the console. Hafad turned into a Necromancer, finished off Alaric, and again—an error in the console. And no, not about Lightwood. About Hafad himself. Saying he is already out of reserve. Meanwhile, another archbishop appeared in Lightwood.

I decided to just attack the town with Hafad and everything worked as intended. Two battles, then the finale. By the way, during the transformation, Hafad was given 1200 dragons in two upgrades of 600. This was enough for all subsequent battles, including the final one. Everything would be fine, but I was given two dozen Death Knights and a hundred heralds.

In short, the mission was won with victory and other laurels.

Nuance: the second battle with the archbishop is always easier because the fodder there is fixed. Consequently, Dominic is just chilling compared to Hafad. And in general, why is there a double battle in the town at the end if only Hafad is fighting?
Another nuance: the avatar is weak. 400-something HP at the maximum 30th level.
Third nuance: the first time during transformation, the Hafads could exchange armies. In the second similar case, this didn't happen (I reloaded several times along the way).
Fourth nuance: give necro-Hafad all the darkness spells at once. It's logical.

Otherwise... the map is quite beautiful, except for the shadows in the underground. They behave strangely, especially for the dwarf. The lighting needs some work. There are cool ideas like small units in towns and thematic objects like a druid with stats or a rune priest. But they are poorly readable at times. The first monastery sends its regards; I ignored it for about three in-game months. The cinematics are decent, especially for the first map, but the dialogues have some issues. At the very least, the number of exclamation and question marks should be reduced to what is accepted in polite society: no more than one at the end of a sentence. Additional ones don't make a phrase more emotional. The plot is confusing. Or rather, it's as simple as can be, but a lot is presented as if the player has seen these characters a hundred times, not for the first time. And isn't it a bit too early for Alaric to be reborn under his own name?) Plus, the demons weren't planning an invasion then: their plan with the Dark Messiah was succeeding. Unless it was just to distract attention. The archbishop is a carbon copy of Dominic from the Unicorn Empire campaign, except he took the robe from Vessel from my map, and has his own icon, uh-huh.

Overall, the map is not bad and even strong for a new mapmaker, but there are more bugs here than is customary in the modern gaming industry! They ruined the whole impression. And the gameplay is passive. The enemies do almost nothing, but they have tons of fodder and stats.

5 out of 10, plus a point for the inheritance to RedHaven)



Added after 4 minutes
Oh, one more thing. Upgraded heralds can be raised by necromancy, but ordinary ones cannot, and upgraded heralds don't exist anywhere else except through necromancy. Also, they appear in the cinematics. It feels like an oversight. Furthermore, according to the description of the Death Knight building, heralds should be recruitable there as well.

Added after 47 minutes
Oh, I just remembered, the druid recruitment building has no icon in the caravan menu. It would be nice to script something. For example, an icon of a similar building from an elf town.
In reply to AstralLein
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3 years ago
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AstralLein

Well, with the help of the console and magic, I still managed to complete this scenario. I completely forgot that if you replay a save with a broken combat script, the latter will stop working completely, and the battle will end. So, I did destroy the demon. But my troubles didn't end there...

I absolutely didn't understand how to get to the mage and where the demon's other city was. I also didn't understand how to get past the heralds and where the Tear was. Using the power of the console, I opened the map and found a Necropolis with a keymaster of a suspiciously magical color. But there was absolutely no way to get there, no portals, nothing. Only a broken bridge. So, I stood on the edge of this bridge. It turned out that on the very edge there was a trigger zone to repair this bridge! Tiny! I didn't fix it; I just teleported using a cheat, defeated the Necromancer (who was somehow under the demon's flag), and gained access to the mage. I killed him; there wasn't even a cutscene, but the quests were completed.

And yet, I still needed the Tear. I found its location. It was behind the heralds. I just walked straight at them, and suddenly they let me pass, lol. They could have at least warned me... I dug up the Tear, built it, and went to Holyflame. If Dominic attacked it, the animation of removing the barrier played, and that was it. If Hafaad attacked, the animation was skipped, and the battle began. Hafaad had just a bare garrison, and Dominic had a rather weak army of archbishops. Everything was going smoothly, but then I realized that I was doing something wrong because there was an error in the console saying that the quest didn't exist.

It turned out that I first had to go to the cemetery and talk in a well-known language with the weak Alaric, and then go to Holyflame. But the scripts allowed you to do it the other way around and break everything.

Having already done everything as it should, I made a knight's move and returned Lightwood to the blue player using the console. Hafaad turned into a Necromancer, defeated Alaric, and again, an error in the console. And no, it wasn't about Lightwood. It was about Hafaad himself. It said that he was already out of reserve. Meanwhile, another archiepiscop appeared in Lightwood.

I decided to just attack the city with Hafaad, and everything worked as it should. Two battles, then the final battle. By the way, when Hafaad transformed, he received 1200 dragons in two upgrades of 600. This was enough for all subsequent battles, including the final one. It would have been fine, but they gave two dozen Death Knights and one hundred heralds.

In general, the mission was won with victory and other laurels.

Nuance: the second battle with the archiepiscop is always easier because the meat there is fixed. Therefore, Dominic chills out against Hafaad. And in general, why have a double battle in the city at the end if only Hafaad is fighting?

Another nuance: the avatar is weak. 400 with a little health on the maximum 30th level.

Third nuance: the first time Hafaad transformed, they could have exchanged armies. In the second similar case, this did not happen (I reloaded several times during the process).

Fourth nuance: give the NecroHafaad all the dark spells at once. That makes sense.

Otherwise... the map is quite beautiful, except for the shadows in the underground. They behave strangely, especially near the gnome. It's worth working on the lighting. There are cool ideas like small units in cities and thematic objects like a druid with stats or a rune priest. But they are sometimes difficult to read. The first monastery says hello. I ignored it for three in-game months. The cutscenes are good, especially for the first map, but the dialogues are not without problems. At a minimum, the number of exclamation and question marks should be reduced to the level accepted in polite society: no more than one at the end of a sentence. An additional, more emotional phrase does not become more emotional.

The plot is unclear. Or rather, it's simple, but many things are presented as if the player has seen these characters a hundred times, not for the first time. And isn't it too early for Alaric to be reborn under his own name? And the demons weren't planning an invasion then: they had a plan with the Dark Messiah that was going well. Unless it was to distract attention. The archiepiscop is a copy of Dominic from the Unicorn Empire campaign, only he took the robe from Wessel from my map, and he has his own icon, yes.

In general, the map is good and even strong for a new mapmaker, but there are even more bugs here than is customary in the modern gaming industry! They killed all the impression. And the gameplay is passive. The enemies don't do much, but they have a lot of meat and stats.

5 out of 10, plus a point for inheriting Redhaven).

Ah, yes. Improved heralds can be raised by necromancy, but ordinary ones cannot, and there are no improved heralds anywhere except in necromancy. And they are also in the cutscenes. It feels like an oversight. Also, according to the description of the Death Knight building, heralds should also be recruited there.

Ah, yes, I remembered, the druid building doesn't have an icon in the caravan menu. It would be nice to add something. For example, an icon similar to the building from the elf city.

I forgot to remove these troops from the NecroHafaad - they were for testing. I don't even know how to increase the aggressiveness of the blue player.
So... we need to make it so that the player cannot attack Holyflame without a battle with Alaric in the crypt
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3 years ago
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I also remembered that the archer ambush near the elven outpost attacks Hafad, even if Dominic triggers it. Oh, that elven special forces...

Didn't you increase the blue faction's aggressiveness yesterday? I couldn't evaluate it, of course, as I continued my save. By the way, it's interesting that the demon has a bunch of heroes besides Chaos and the necromancer. Exactly three. One of them takes the army that should have been reinforcing Chaos, slightly reducing the number of units, another collects demons from dwellings, and the third doesn't do anything at all. They completely cleared the territory and regularly visited Utopia. After their death, the red faction didn't hire any more heroes.
In reply to AstralLein
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3 years ago
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I've updated the map archive.

I made a few minor changes, so I don't see the point in releasing another update. The current version of the map (1.0 Final) is fully functional. The previous version of the map (1.0 Pre-final) was also functional, but errors occurred when playing through the scenario outside of the intended storyline.

Updates 1.1, 1.2... 1.X will only be made to adjust the balance, increase/decrease the aggressiveness of enemies, and to fulfill player requests.

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3 years ago
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In the second picture, the artifact appears, the second picture disappears, and the artifact remains in place of the third picture.
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3 years ago
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+. I mentioned this before, but I didn't post a screenshot.

P.S. Sometimes, these kinds of bugs only appear with certain graphics settings.
In reply to Mооnst@r
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3 years ago
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Mооnst@r
In the second picture, an artifact appears, the second picture disappears, and the artifact remains instead of the third picture.
I don't know what's causing this bug. I checked the image files. I changed the format to the one specified for the preview in the developers' scenarios. I can't do anything about it.
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3 years ago
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Perhaps the Pre-3 file is compressed. It is one of the three 21.2 KB files.
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3 years ago
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Replaced pre-3 with a screenshot of the battlefield grid, sized at 168 kb (like the first two), and everything displayed correctly. The problem was with pre-3. Update: You can resave pre-3 without compression; it will become the same size as pre-1 and pre-2 and display correctly.
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In reply to Vita городилов
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3 years ago
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The scenario is cool, and it's well-made.
And Vita Gorodilov is making a video about your scenario!
In reply to Vita городилов
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3 years ago
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Vita the city builder
Walkthrough of the "Fallen Knight" scenario (Hero difficulty) #1: https://youtu.be/LGy_95l6RDI

I watched the walkthrough. I'm very glad you decided to play this scenario.

Here's a tip: it's better to level up Hafad and Dominica at the same time. Otherwise, they simply won't be able to handle several story battles.

In reply to BlueHeavenHero
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3 years ago
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UPDATE! (01/15/2023)
Version 1.1
Change log:
- Blue player has been buffed;
- A new quest from the Vampires has been added;
- Fixed a bug where it was impossible to recruit Death Harbingers in Mythgard;
- Other minor changes.

3 years ago
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I'm playing the latest version. The stopper on the Sulfur Mines remains. Question: How do I gain the trust of the Undead so they will let me pass?

Added after 1 hour 21 minutes
I don't understand. Does Alaric respawn every turn?

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