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BlueHeavenHero
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#77
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It would be nice to add a save point before the first battle at the start.
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#78
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elizbar1967
I'm playing the latest version. The stopper at 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?

Just collect the Necromancer's items as part of the storyline.
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#79
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elizbar1967
I'm playing the latest version. The stopper at 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?
As AstralLane wrote above, collect artifacts; the quest to find them appears after capturing Mythgard. Alaric, like Valeria, respawns after each of his deaths.

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#80
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BlueHeavenHero
As AstralLane mentioned above, collect artifacts; the quest to find them appears after capturing Mythgard. 
Alaric, like Valeria, is resurrected after each of his deaths.

What's the point of Alaric's resurrection? Is the idea to keep a hero stationed at his resurrection point constantly? He captures mines and does other things. What's the purpose? The game turns into a chase after Alaric. And then there's Valeria too. Forget it. You're playing calmly, enjoying yourself, and then this running around starts. I almost choked on my beer.
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#81
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elizbar1967

What's the point of Alaric's resurrection? Is it supposed to be that you keep one hero constantly at his resurrection point? He takes over mines and does all sorts of things. What's the purpose? The game turns into a chase after Alaric. And then there's Valeria too. No, thank you. You're playing calmly, enjoying yourself, and then this running around starts. I almost choked on my beer.
It's meant to keep the player from getting too comfortable, that's why it's there.
In the early stages, he can be a nuisance, but later in the game, he becomes a weak, bothersome hero.
I'll see what can be done to make him more aggressive.

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#82
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I played both the first and last versions, but I didn't finish either of them due to a critical bug. When capturing a Demon castle, this happens: all the demons are killed, but Chaos continues to unleash its hellish wave. Author, what is this nonsense? Overall, the map is interesting, even captivating; I haven't seen anything like it in a long time. The downsides are as follows: 1) at the beginning, before a battle, you need to save, otherwise you have to replay (for example, searching for the right artifact or skill in the witch's hut) and, of course, curse the author (one wonders why the author would do this); 2) the idea of low morale is good, but in the first version, it was implemented more effectively, when capturing castles, morale gradually increased; 3) the two respawning blue heroes are complete nonsense (after three weeks of playing, they don't pose a threat); wouldn't it be better to simply make the blue hero more aggressive (so that a regular AI plays as him); 4) why mask some objects as others (a zombie growth building as a tent, a church as a monastery, etc.), this creates confusion; 5) the academic is too cunning; at the very beginning, he casts a spell like "time warp" and goes three times in a row (this is not good); in my opinion, the AI shouldn't be so powerful and static; it would be better if it were average but active; 6) limiting the hero's development to level 30 is also not good, especially since all the opponents are much stronger. And finally, in my opinion, the map is clearly overloaded with quests and various conditions; if in the first version I completed almost everything and defeated the dwarf and the academic, then in the second version I only killed the academic and got stuck due to the demon bug. How to get to other places is completely unclear. The author should have indicated the path to solving the quests, otherwise it turns out that you need to bring something, but it is unknown where to get it. And in general, it would be good for the authors to test their maps before uploading them to the site. Best of luck to the author.
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#83
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Antik
I played both the first and last versions, and I didn't finish either due to a critical bug. When capturing the Demon castle, this happens: all the demons are killed, but Chaos continues to cast Hellwave. Author, what is this nonsense? Overall, the map is interesting, even captivating; I haven't seen such a good one in a long time. The drawbacks are as follows: 1) at the beginning, before a battle, you need to save, otherwise you have to replay (for example, searching for the right artifact or skill in the witch's hut) and, of course, curse the author (why does the author need this?); 2) the idea of low morale is good, but in the first version, it was implemented more effectively, when capturing castles, morale gradually increased; 3) the two respawning blue heroes are complete nonsense (after three weeks of playing, they don't pose a threat); wouldn't it be better to simply make the blue hero more aggressive (so that a regular AI plays as him)? 4) why mask some objects as others (a zombie growth building as a tent, a church as a monastery, etc.), this creates confusion; 5) the academic is too cunning; at the very beginning, he casts a spell like "time warp" and goes three times in a row (this is not good); in my opinion, the AI shouldn't be so powerful and static; it would be better if it were average but active; 6) limiting the hero's development to level 30 is also not good, especially since all the opponents are much stronger. And finally, in my opinion, the map is clearly overloaded with quests and various conditions; if in the first version I completed almost everything and defeated the gnome and the academic, then in the second version I only killed the academic and failed due to a bug with the demon. How to get to other places is completely unclear. The author should have indicated the path to solving the quests, otherwise it turns out: bring this, but where to get it is unknown. And in general, it would be good for the authors to test their maps before uploading them to the site. Best of luck to the author.
Thank you for your feedback.
The Chaos battle script – damn, I tested it several times, and everything worked perfectly.
The Blue player's heroes and the entire AI – I don't know how to make it "average but aggressive"; Chaos, the Mage, and the Gnome are three mini-bosses, and I don't see the point in weakening them.
I decided to block the Gnome so that the player couldn't capture Icegard until the quest to find the Flame Rune appears.

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#84
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There should be some kind of story behind all this. There's this uber-demon sitting around, and his domains are directly connected to Mythgard. He's called Chaos, what a pretentious name! Who knows what he is! He just sits there, essentially preventing you from entering the local library, where a powerful Necromancer has decided to hang out. In another place, a mage, even more powerful, is relaxing. He just lives there with a huge army near the Empire, as if guarding the border. Who is he, why is he there, who knows about these mages! And finally, there's a dwarf. Redhaven had a powerful dwarf guarding the Rune of Fire, and here's his brother with another Rune of Fire. That's it. Also, there are supposedly Necromancers of Erish, but for some reason, they have a demon flag, and the epic description of the Necromancer invasion from the map preview isn't reflected in the plot at all. The only one who actually builds cities here is Hafaad.


Added 2 minutes ago
Antik
I played the first and last versions and didn't finish either due to a critical bug. When taking the Demon castle, this happens: all the demons are killed, but Chaos continues to cast Hell Wave. Author, what's going on? Overall, the map is interesting, even captivating; I haven't seen one like this in a long time. The downsides are: 1) at the beginning, before a battle, you need to save, otherwise you have to replay (for example, searching for the right artifact or skill in the witch's hut) and, of course, curse the author (why does the author need this?); 2) the idea of low morale is good, but in the first version, it was implemented better, when capturing castles, morale gradually increased; 3) the two blue heroes that respawn are complete nonsense (after three weeks of playing, they don't pose a threat); wouldn't it be better to just make the blue hero more aggressive (so that a normal AI plays as him)? 4) why mask some objects as others (a zombie growth building as a tent, a church as a monastery, etc.), this creates confusion; 5) the academic is too cunning; at the very beginning, he casts a spell like "time warp" and goes three times in a row (this is not good); in my opinion, the AI shouldn't be so powerful and static; it would be better if it were average but active; 6) limiting the hero's development to level 30 is also not good, especially since all the opponents are much stronger. And finally, in my opinion, the map is clearly overloaded with quests and various conditions; if in the first version I completed almost everywhere and killed the dwarf and the academic, then in the second version I only killed the academic and failed due to a bug with the demon. How to get to other places is completely unclear. The author should have indicated the path to solving the quests, otherwise it turns out: bring this, but where to get it is unknown. And in general, it would be good for the authors to test their maps before uploading them to the site. Good luck to the author.

If you play the battle with Chaos from a save again, it will most likely break even more, and you will win immediately or shortly after killing the real demons of Chaos, skipping most of the summons. There's that trick. I myself encountered this bug and passed it by playing the battle again.
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
#85
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Honestly, it's not clear where to get the "sphere of magic" to access the gnomes, and where to find the key to pass through the portal above the blue Sanctuary. I think the author overcomplicated things. The same goes for Ascha (it should be made more accessible). It all reminds me of early maps by Master, although the map is certainly intriguing. Author, remember that "better" can be the enemy of "good." I wish the author would fix the bugs and address the comments, play through their own creation, and be helpful to the community.
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#86
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AstralLein
There should be some kind of story behind all this. There's this uber-demon sitting around, and his domains are directly connected to Mythgard. He's called Chaos, very grandly. Who he is, Kha-Beleth knows! He just sits there, essentially preventing you from entering the local library, where a powerful Necromancer has decided to hang out. In another place, a mage, even more powerful, is relaxing. He just lives with a huge army nearby, next to the Empire. As if he's guarding the border. Who he is, why, what's his purpose – who knows about these mages! And finally, there's a dwarf. Redhaven had a powerful dwarf guarding the Rune of Fire; this is his brother, guarding another Rune of Fire. That's it. Also, there are supposedly Necromancers of Erish, but for some reason, they have a demon flag, and the epic description of the Necromancer invasion from the map preview isn't reflected in the story at all. The only one who actually controls cities here is Hafaad.

Added 2 minutes ago
If you play the battle with Chaos from a save again, it will most likely break even more, and you will win immediately or shortly after killing the real Chaos demons, skipping most of the summons. There's this quirk. I've encountered this bug myself and passed it by playing the battle again.
Okay. I'll explain why the Necromancers are under a demon flag and who Chaos is in other works. I was thinking of starting with a scenario called "Inquisitor," where Domnik searches for the griffin's heart, and then this happens, and then something else happens... Here. I placed the tear so that the player cannot find it and attack Holyflame before the quest to capture it appears. The player receives the Sphere of Light by capturing Holy City.

Added 3 hours 31 minutes ago
And also. I'm not Redhaven, and I'm not trying to be like him. I just thought that if there's a Redhaven, there should be a Bluehaven. The dwarf and the Rune of Fire – I think everyone will have the same idea that you need to fight the dwarf for the Rune, because dwarves and runes are absolutely compatible.

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#87
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No matter how many times I replay the battle against Chaos, the bug is still there. The author clearly overdid it.
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#88
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Antik
No matter how many times I replay the battle against Chaos, the bug is still there. The author clearly overdid it.
Since several people have reported that this script doesn't work with the cursed Chaos, I'll take a look and see what's going on.
And yes, I wanted to make the map as interesting as possible, so that it wouldn't just be a "wow" map, but at least a "good map for a beginner author," and it turned out like this frown

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#89
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The Chaos bug might be related to summoning horses (similar issues have occurred on other maps before). Perhaps disabling the summoning would help, especially since 33 horses don't make much of a difference. Another issue has surfaced. To reach the dwarves, you need a "sphere of magic," according to the author, which is given after capturing the blue city of Holyflame. However, you can only capture Holyflame by digging up an Ash. And what about the fact that one of the obelisks is located in an inaccessible area of the dwarves' territory? I wouldn't be surprised if the Ash is hidden in some kind of tricky location. Truly, the best is the enemy of the good. Greetings to the author.
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#90
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Antik
The bug with Chaos might be related to summoning horses (something similar has occurred before on other maps). Perhaps the summoning should be disabled, especially since 33 horses don't make much of a difference. Another issue has surfaced. To reach the gnomes, you need a "sphere of magic," according to the author, which is given after capturing the blue city of Holyflame. However, you can only capture it by digging up the Ash. And what about the fact that one of the obelisks is located in an inaccessible area of the gnomes? I wouldn't be surprised if the Ash is hidden in some kind of tricky location. Truly, the best is the enemy of the good. Greetings to the author.
No, the tear is buried in a location that is quite accessible to the player (if, of course, you have all the necromancer's items).

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#91
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It feels like the author doesn't understand what he's being told (or pretends not to). How can you take a blue town without Ashera and gain access to the dwarves, if they require a sphere that the player can only obtain after taking the last blue town? Did I explain it clearly?