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I've been playing the latest version for two months and encountered another bug: the bridge doesn't build, even though the task is marked as completed. It seems the author never bothered to play through the map from start to finish, which is a shame. It's also a shame that almost all the feedback was completely ignored. The save at the beginning is pointless; the player has to attack the Inquisitor (otherwise, there's no choice). The idea of a gradually dying army is detrimental to the player, as taking a Dungeon Castle (which is a priority) is very difficult and happens too late in the game. It would be good to include "Holy Word" somewhere. I don't even know if I'll try it again. The concept is good, but the execution is extremely sloppy. Best of luck with your creative endeavors.
The Inquisitor should attack Haffad himself. Otherwise, it breaks my entire concept. The dying (more accurately, deserting) army – you can give all the troops to Dominic, because only Haffad is a traitor to the Empire. I played through my map, and the bridge worked perfectly.
Added 12 minutes ago
And another question – what specific feedback did I ignore? Chaos has been fixed, the Portal to the Dwarves too, and the Blue player is aggressive. What's wrong?
Added 27 minutes ago UPDATE! (01/21/2023) Version 1.2.1 - The bridge construction script has been fixed and tested; - The "Holy Word" spell has been added.
Thanks for the feedback! I have a few questions. When attacking Holyflame, was there a message and a quest to find the Tear of Ashi? Regarding the human cities — was there a talkbox with a choice to destroy the city or turn it into a Necropolis?
Added 26 minutes later And yes, about the keyholders: SpoilerTo enter Erish, rebuild the destroyed bridge.SpoilerThe keyholder for the demons is in the mages' lands, and the keyholder for the mages is in the lands of Erish.
Completed the map with the hero UPDATE! (21.01.2023) Version 1.2.1 This review contains spoilers and is intended for the author; those who haven't finished the scenario should not read it!
I'll try to provide clear and constructive feedback for the author) In this update, there were no problems with the Destruction of cities, thank you for fixing that. And it's now possible to enter Erish after Mythograd.
I really liked the plot, 10/10. Lots of cutscenes, beautifully done, not without intrigue. The Map is well-crafted, pleasing to the eye. Many genetically modified creatures. In this case, it's more of a plus during the Walkthrough. I really liked the BEGINNING; the opponents are balanced just right, according to the strength at the current moment (though there is a margin, it definitely shouldn't be simplified) I really liked the Bosses (Mage, Demon, and Dwarf). Especially the Mage. I actually had to think about how to win, grind a bit a couple of times, get the necessary artifacts; in short, you can't just brute-force it immediately, which is good. Although if you're on "meat" [overpowered units], everything gets crushed; hoarding the limit is boring, and some might prefer that method. The human Bosses are also good, but of course, they pale in comparison to the Mage. I think it's better not to change them, or not touch them at all. Usually, in a bad sense, "trendy" frankensteins are common — giving them orc stuns and a spec for divine madness — like Herter's necromancers (though there it's completely fitting) — to make it impassable without heavy losses. In this case, everything is in moderation. Overall, the main essence is present in the scenario. And that outweighs all the drawbacks. For a first scenario, it's very strong (I can't even believe it's true)
What I didn't like (just my taste):
1. Dominic. The spec is correct for the plot, but there's nowhere for her to truly shine with such limits (large armies). It's applicable a bit at the start, but an army is still needed for the Capture of Mythograd. The game moves to a stage where she's just a knight with extra chaos and semi-messed up leveling. They can only be used to gather an army and defend against 3 knights respawning on cooldown. It might have made sense if the mage with the Word gave Dominic SP (magic), or SP+Armageddon+Gargoyles resistant to fire, in exchange for some trinket or sulfur. And putting a timer on the capture of Mythograd would give a reason to invest in chaos.
2. The Necromancer also doesn't have time to shine. The first fight in the cathedral with the new spec doesn't let him lose (though the fight is great). In the second and final fights, the necromancer isn't allowed to use this spec. I would probably give the Creature magic immunity (like a Djinn) and more HP and bring it to the finale with a fixed army and leveling. Or introduce the necromancer earlier (at the capture of Mythograd, which is doubtful) so they could be played at low levels (impossible after the bosses). Also, my necromancer lost his entire army, and despite being reborn, he learned all of Dominic's light spells (including Mass), even though he had none in his leveling. This is apparently systemic to the hero (needs a different name, not "knight"). Or it could be done via a copy (like Ornella reborn in the original).
3. Not enough messages/warnings during the game (after Mythograd). The logic is clear after explanations on the forum, but undefined during first playthroughs. Perhaps it would have been worth moving the Vampire (he still held the sword at the end) right to the gates of Mythograd, so that after taking it, he would give a quest and open the area where the city is, so as not to wander aimlessly. I eventually reached the mage and the demon, that was fine (beat the utopia, but it was empty for some reason, then it filled up). I didn't understand at what stage the portal near Mythograd to the dwarf opened (a more detailed message is needed, otherwise I beat Reina thinking it was the right portal). After the dwarf, I easily went through the portal to Brightwood, but couldn't attack. In general, it would be good to understand immediately what opened and where it is. It's unclear by what criterion Hafayad let the undead through. This needs to be indicated in a message from them, not just "you will lose." That's it, I didn't go there anymore and then looked for something to do on the map. Also, a message is needed stating that both heroes will participate in the Human Siege.
4. The Ent doesn't give me a choice whether to look for the druids or attack him. If I gave the phoenix cloak to the druid and settled everything with him, I don't need these ents, but there's a good bonus behind them.
5. The mission "Hold CastleCross" doesn't trigger the loss condition, doesn't close, and imho is not needed at all (even after gathering 30 swordsmen, it doesn't close). My Alaric captured the city, and Andrias cleared the orcs at the sulfur mines and left. I then beat Alaric easily and just captured the sulfur mines. (I would change the goal to "capture Mythograd faster," and give the prophet explanations on how to do it with chaos). Although I was later annoyed by the same video appearing upon victory over Andrias (once every 2 days). 3 knights respawned and immediately attacked the lower Necropolis again. We leveled Hafad well, of course, but I got tired of watching the video.
Well, I found a CRITICAL BUG that must be fixed, with the tear of Ashi. You simply cannot dig there. Even if you take the perk from luck, the tear of Ashi cannot be dug up. You can only proceed further using the console, which will make many people give up and quit.
Thanks again to the author for the map. I enjoyed my time! )
Same problem as Antik. I've already downloaded the new version. The quest is marked as completed. There are some weird sound glitches on the bridge, but the bridge is destroyed, and there's no way to cross. If I teleport across the bridge using the console to reach the Garrison, nothing happens – the demons just stand there and don't react.
The same problem as Antik. I even downloaded a new version. The quest is completed. There are some weird sound glitches on the bridge, but the bridge is destroyed and there is no way through. Flying over the bridge using the console to reach the Garrison also doesn't work - the demons just stand there and don't react.
The bridge is built in 5 days. After this time, the bridge will be completed. I personally tested this!
Added 2 minutes ago homm_5_fan
I completed the map with this hero. UPDATE! (01/21/2023) Version 1.2.1 Review with spoilers, and those who haven't completed the scenario shouldn't read it!
I'll try to give clear and adequate feedback to the author) In this update, there were no problems with destroying cities, thank you for fixing it. And now you can get to Erish after Mythgard.
I really liked the plot, 10/10. Lots of cutscenes, it's beautifully done, and there's intrigue. The map is well-designed, it's a pleasure to look at. There are many genetically modified creatures. In this case, it's more of a plus when playing. I really liked the BEGINNING, the opponents are balanced just right, they are challenging at the current stage (although there is some room for improvement, it definitely shouldn't be made easier). I really liked the Bosses (Mage, Demon, and Gnome). Especially the Mage. I even had to think about how to win, I had to upgrade a couple of times, get the right artifacts, in general, you can't just rush in, which is good. Although if you play with a large army, everything is easily defeated, accumulating resources is boring, but this method might work for some. The Human Bosses are also good, but they definitely pale in comparison to the Mage. I think it's better not to make them any stronger, and not to change them at all. Usually, in a bad sense of the word, "Frankenstein" creatures are "in trend" - they give them weak stats and special abilities, like the Necromancers of Gerther (although it makes sense there) - so that it's impossible to defeat them without significant losses. In this case, everything is in moderation. In general, the main thing is in the scenario. And this outweighs all the shortcomings. For a first scenario, it's very good (I can't even believe it's true).
What I didn't like (just my taste):
1. Dominic. The special ability is correct for the plot, but there is no room for it to shine with such limits (large armies). It can be used a little at the beginning, but to capture Mythgard, you still need an army. The game transitions to a stage where it's just a simple knight with extra chaos, and a messed-up upgrade path. He can only gather an army and defend against 3 knights that respawn every turn. Perhaps it would be better if the Mage, with "Word of Power," gave Dominic Spell Power (magic), or Spell Power + Armageddon + Gargoyle, resistant to fire, in exchange for some trinket or sulfur. And set a timer for capturing Mythgard, so that there would be a reason to invest in chaos.
2. The Necromancer also doesn't have time to shine. The first battle in the cathedral with the new special ability doesn't let him lose (although the battle is great). In the second and last battle, the Necromancer is not allowed to use this special ability. I would probably give the creature magic immunity (like a Djinn) and more HP, and put him in the final battle with a fixed army and upgrades. Or introduce the Necromancer earlier (when capturing Mythgard, which is doubtful), so that you can play with him at low levels (after the bosses it's impossible). Also, my Necromancer lost all his army, and despite being reborn, he learned all the light spells from Dominic (including mass spells), even though he didn't have any magic skills. This is probably a systemic issue related to the hero (it needs to be with a different name, not as a knight). Or it could be done through a copy (like Ornella was reborn in the original).
3. There are not enough messages/warnings during the game (after Mythgard). The logic is clear after the explanations on the forum, but it's unclear during the first playthroughs. Perhaps it would be worth moving the Vampire (he just kept the Phoenix Plume at the end) directly to the gates of Mythgard, so that after taking the city, he would give a quest and open the area where this city is, so that you don't wander aimlessly. I eventually found the Mage, and the Demon too, it's fine (I defeated Utopia, but it was somehow empty, then it filled up). I didn't understand at what stage the portal next to Mythgard to the Gnome opened (a message is needed, with more details, otherwise I cleared the Rhine, thinking it was the right portal). After the Gnome, I calmly went through the portal to Brightwood, but I couldn't attack. In general, it would be good to immediately understand what has opened and where it is. It's unclear by what criteria Hafaida let the undead pass. This needs to be indicated in a message from them, and not just "you will lose." That's it, I didn't go there anymore, then I was looking for something to do on the map. Also, a message is needed that both heroes will participate in the Siege of the Humans.
4. The Ent doesn't give me a choice, whether to look for druids or attack him. If I gave the Phoenix Plume to the druid and everything is already decided with him, I don't need these ents, but there is a good bonus behind them.
5. The "Hold Castlecross" mission doesn't work, it results in a loss, and it's not closed, and IMHO it's not needed at all (even with 30 swordsmen, it doesn't close). Alaric captured the city, and Andrias cleared the orcs in the sulfur mines and left. I then easily defeated Alaric and simply captured the sulfur mines. (I would change the goal to "capture Mythgard faster," and give the prophet instructions on how to do it with chaos). However, then I was annoyed by the same cutscene appearing after defeating Andrias (every 2 days). 3 knights respawned and immediately attacked the lower Necropolis. Hafaida was, of course, well-upgraded, but I got tired of watching the cutscene.
I found a CRITICAL BUG that needs to be fixed, with the Tear of Asch. You can't dig there at all. Even if you upgrade the luck perk, you can't dig up the Tear of Asch. You can only continue with the console, which will make many people give up and quit.
Thanks again to the author for the map. I had a great time)
Thank you for the feedback and for completing the scenario! Personally, Dominic's special ability helped me a lot during testing. When Alaric attacks, I can destroy almost all of his latniks, monks, and archers with Fireball. I'll take a look at the Tear of Asch and the "Hold Castlecross" mission and fix them.
The bridge is built in 5 days. After this time, the bridge will be completed. I personally tested this!
Understood. Yes, I remember seeing some message (something about 5 days)... unfortunately, I didn't have time to read it. We'll wait. And regarding the Druids. I came with them (20, not upgraded if that matters) and nothing happened except for a monologue. The quest doesn't work. And I specifically gathered these creatures for several weeks.
This map is increasingly reminding me of the gaming industry. A raw release, one patch fixes something, another breaks something else, a lot of time has passed, and the bugs are still there))). A typical situation for some new game; after all, the original release of Heroes 5 was a very buggy game. In reality, I didn't see those bugs myself, but I've heard about them from reliable sources.
Added 3 minutes later
Chaos, by the way, can be easily dealt with by a mentor. The orb is useful at the beginning, and then you can get rid of it without any worries.
The demon in the final wants to use Meteor Shower and Armageddon, but instead, he has long since invested in Light magic: no way!
Understood. Yes, I remember seeing some message (something about 5 days)... unfortunately, I didn't have time to read it. We'll wait. And regarding the Druids. I came with them (level 20, if that matters) and all I got was a monologue. The quest doesn't work. And I specifically gathered these creatures for several weeks.
How doesn't it work? The person who played through my map and whom I asked about bugs in version 1.2 said that everything worked! And I tested this myself.
Added 3 minutes ago AstralLein
This map is increasingly reminding me of the gaming industry. A raw release, one patch fixes something, breaks something else, a lot of time passes, and the bugs are still there))) A typical situation for some new game. After all, Heroes 5 itself was a very buggy game at release. In reality, I didn't see those bugs myself, but I heard about them from reliable sources.
Added 3 minutes ago Chaos, by the way, is perfectly handled by a Mentor. The starting orb is useful, and then you can easily get rid of it.
The Demon in the final wants to cast Meteor Shower and Armageddon, but instead, he has long since learned Light magic: noooo!
Yes, I rushed the release. I was too happy that I had finished the work that I started in August of last year. And that's why I didn't test all the moments. In the future, especially with the campaign about Dominick, I intend to thoroughly test everything so that such blunders don't happen.
Why wouldn't it work? The person who played through my map and whom I asked about bugs in version 1.2 said everything worked! And I tested this myself.
It might have glitched. I was changing the map versions during the game. I didn't start over; I continued with the old saves. The bridge was built, but the garrison with the demons behind it glitched (they were still doing their animation), so I had to jump over it. In principle, it's not critical (I took the chests on the level and the tome by jumping over the ents). I completed all the secondary quests. Now I'm stuck. I got to the demon, but he's clearly too strong for me (after the mage split my army in half). Alaric or whatever his name is, and his companion, aren't attacking. I've already defeated them several times. 2 castles have been destroyed. I need to get to the dwarves, but the portal, as well as the library, requires some kind of keys (I don't know where to get them; I've cleared everything except for the ones that constantly respawn at the top with their castle). And there's still the passage protected by the undead where THE END is in the game. That's it. As I understand it, I need Ashra, but where do I find her if not all the obelisks have been opened yet?
It might have bugged out. I was changing the map versions during the game. I didn't want to start over, so I continued with the old saves. The bridge was built, but the garrison with the demons behind it was bugged (they were still doing their usual routine), so I had to jump over it. In principle, it's not critical (I took the chests with the level and the tome by jumping over the ents). I completed all the secondary quests. Now I'm stuck. I made it to the demon, but he's clearly too strong for me (after the mage split my army in half). Alaric, or whatever his name is, and his companion aren't attacking. I've already defeated them several times myself. 2 castles have been destroyed. I need to get to the dwarves, but the portal, as well as the library, requires some kind of keys (I have no idea where to get them - I've cleared everything except for the ones that constantly respawn at the top near their castle). And there's still the passage guarded by the undead where THE END is in the game. That's it. As I understand it, I need Askh, but where do I find her if not all the obelisks have been opened yet?
Okay. In version 1.2.1, all the bugs were fixed, so I'll tell you about the dwarves and the undead. If you have the Skull of Markel, the Staff of the Underworld, and the Cloak of Deadly Shadow, the Undead will let you pass. Behind the portal, on the surface, attack the Crypt - the Tear is buried next to it.
In version 1.2.1, the key to the dwarves is guarded by Sir Raina near the garrison by Holyflame.
I foolishly believed the author, restarted the latest version, and, damn it, I encountered the same bug on Chaos. I mean, what the heck is going on? And that's not all. I took an academic, a dwarf, cleared the garrison, and approached the northwestern city of the blue "Lightwood". There, there's a huge army (literally thousands of all units). Well, okay, maybe I could have handled it through sheer force. But they won't let me attack! And besides, for all my efforts, I only managed to get a staff and a skull. Where to get everything else to pass through the reapers to Asche is completely unclear (I've been everywhere). I wouldn't be surprised if this is another "gift" from the author to players who don't use the console in the game. In short, I'm speechless, just cursing.
I was a fool to believe the author, so I started replaying the latest version and, oh my god, I encountered the same bug in Chaos. What the heck is going on? And that's not all. I took an academic, I took a dwarf, I cleared the garrison, and approached the northwestern city of the blue faction, "Lightwood." And there's a huge number of troops there (literally thousands of all units). Well, okay, maybe I could have handled it through sheer force. But they won't let me attack! And also, for all that, I only managed to get a staff and a skull. Where to get everything else to pass through the Reapers to Asche is completely unclear (I've been everywhere). I wouldn't be surprised if this is another "gift" from the author to players who don't use the console in the game. In short, I'm speechless, just cursing.
I'm so tired of this damned script with Chaos. I personally tested it, and it worked perfectly. See the attachment. After killing Chaos, you need to go to the Library of Enlightenment; there, a battle will begin, and if you win, you will receive the Cloak of Deadly Shadow, and you can safely go to the Reapers - they will let you pass.
Actually, I have a theory about the Chaos script, although it's a bit vague. Antik, do you happen to have the "Archdevil" campaign installed right now?
Hello everyone! There's an announcement for those who have downloaded the map and either haven't started playing yet or are only in the early stages of the game.
Please delete the map, as I'm preparing a major update for "Fallen Knight," where I will rework some aspects, add new content, and fix bugs. *)