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Posts from The Necromancer's Path.

4.6 (7 ratings)

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AstralLein
In reply to Antik
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#208
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Antik
I played the latest version and was pleasantly surprised by the improvements, which made an already good map even better. First and foremost, this applies to the gameplay. The 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 as a reward). I must admit, the latest version is more difficult than the initial one (before, I could complete it in 100 days). Thank you to the author for their work and creative approach.

Thank you for the walkthrough!
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#209
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Here, I tried to improve the result and discovered a critical author's "mistake." This is the accidental absence of the "Subjugation" spell in the castle, which leads to a finale that is not in the player's favor. In my opinion, instead of the tome of power in the north, guarded by cyclops, a tome of dark magic should have been placed, which would have helped the player avoid such a fatal coincidence. Also, the author, it seems, in a fit of pique, forbade the "Berserk" spell, but in vain, considering the attacking power. And also, I didn't understand how to pass to the left through the rubble for reinforcements in the new version of the map (it requires some kind of key; it seems it was easier before). But, as they say, an attempt is not torture, so thank you again to the author.
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#210
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From the Darkness, only Vampirism can be obtained in the bathhouse.

The key was always required. It can be found on the island under Giovanni's control, or purchased from Patch, if he has agreed to cooperate with the player.
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#211
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The map is excellent, I liked everything, just one question – what’s wrong with this Giovanni?)) Okay, he completes his shift in 1 turn every 2 turns like a model Soviet worker, without a single absence, let him be. But why does this hard worker’s army constantly change during the game? I mean: he attacks my chaotic creature, loses half of his army... but when my turn comes, his army is already different. Sometimes he adds liches, sometimes dragons, or some other unit. It’s okay if he was calling reinforcements from the castles for mana – but no, he always has full mana. It’s not that it helps him much, but I’ve never seen anything like it before).
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#212
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Rem137
The map is excellent, I liked everything, just one question - what's wrong with this Giovanni?)) Okay, he works his shift, attacking every two turns like a model Soviet worker, without missing a single one, let him be. But why does this hard worker's army constantly change during the game? I mean: he attacks my chaotic cockroach, loses half his army... but when my turn comes, his army is already different. Sometimes he adds liches, sometimes dragons, or some other random units. It's not like he's calling in reinforcements from the castles for mana - no, he always has full mana. It's not that it helps him much, but I've never seen anything like it)

Thank you for the walkthrough) Giovanni has a special ability that gives him free ghosts, and there are additional scripts that affect his army. This is done so that our brave vampire doesn't become useless after the first or second defeat.
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#213
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Am I correct in understanding that the Orc army is endless and grows larger with each kill? I barely managed to repel 3 attacks, but he immediately returns with a new army that is even bigger. Is this how it's supposed to work?
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#214
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Both the Orc and the Knight are resurrected with an army, the size of which depends on the current week and difficulty level. They are resurrected if their home town is under the control of the blue player. In the case of the Orc, he is resurrected with two stacks of Cyclops, Warmongers, Shamans, Executioners, and Centaurs + the town's growth.
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"Плата за любовь"
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#215
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Unfortunately, my attempts to complete this map have been unsuccessful. I tried about 10 times. I'm talking about the latest map update - v2.1 (09/21/2022).
Exactly 15 days later, Giovanni arrives with an army that is approximately 4 times larger than mine. Giovanni is level 20 with artifacts and stats that far exceed mine. It is impossible to win against him.
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#217
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Yes, that's the point – I'm playing without any balance mods. There's only one of your maps in the maps folder. I watched a walkthrough video of your map on YouTube:
There, a guy named Remix plays through the map under your guidance. But he plays through the old version of the map, v0.2 beta, from September 1, 2018.

https://www.youtube.com/watch?v=VzJr53T2-uY

That version is very different from the latest one, as you made many changes and improvements that directly or indirectly affected Giovanni and the blue player.
In particular:

v1.1 (09/26/2018)
- Giovanni's education has been replaced with leadership.
v1.2 (12/09/2018)
- The number of days Giovanni is blocked has been reduced from 28 to 21, and the cost has been increased from 35,000 experience to 45,000. Also, now the experience is taken from the hero who activated the event, and not fixedly from Arantir.
- The "Raise Dead" spell has been removed from Arantir's champion heroes at the start, but "Slow" has been given in return.
- Arantir's champion heroes, as well as Lucretia from Giovanni's champion heroes, are now "immortal" and always return to the tavern.
- The strength of the blue AI has been increased, and several additional scripts have been written for its main heroes and cities.
- The blue AI no longer goes into Giovanni's lands.
- Giovanni becomes stronger at a certain point in the game.

There were many other changes that ultimately affected the walkthrough, making it more difficult. For example, Giovanni comes to me exactly every 15 days.
In the old version that Remix played, he appeared after a month. At the same time, he was much weaker in terms of army and stats
In reply to Delvi
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#218
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Delvi
Yes, that's exactly the problem – I'm playing without balance mods. There's only one of your maps in the maps folder. I watched a video walkthrough of your map on YouTube:
There, under your guidance, a guy named Remix plays through the map. But he plays through the old version of the map, v0.2 beta, from September 1, 2018.

https://www.youtube.com/watch?v=VzJr53T2-uY

That version is very different from the latest one, as you made many changes and improvements that directly or indirectly affected Giovanni and the blue player.
In particular:

v1.1 (09/26/2018)
— Giovanni's Education has been replaced with Leadership.
v1.2 (12/09/2018)
— The number of days Giovanni is blocked has been reduced from 28 to 21, and the cost has been increased from 35,000 experience to 45,000. Also, experience is now taken from the hero who activated the event, rather than a fixed amount from Arantir.
— The "Raise Dead" spell has been removed from Arantir's champion heroes at the start, but they have been given "Slow" instead.
— Arantir's champion heroes, as well as Lucretia from Giovanni's champion heroes, are now "immortal" and always return to the tavern.
— The strength of the blue AI has been increased, and several additional scripts have been added for its main heroes and cities.
— The blue AI no longer visits Giovanni's lands.
— Giovanni becomes stronger at a certain point in the game.

There were many other changes that ultimately affected the walkthrough, making it more difficult. For example, Giovanni comes to me exactly every 15 days.
In the old version that Remix played, he appeared after a month. At the same time, he was much weaker in terms of army and stats.
These are very old patches that did not strengthen Giovanni in the first two weeks of the game. Rather, they were a nerf, because Education greatly boosted the brave vampire's stats.

I just skipped three weeks on a hero, and in that time, Giovanni is still chilling in his territory with a decent squad of skeletons, three packs of various ghosts, and other minor units like undead. Giovanni cannot return to his city until he is killed by the player. Therefore, he does not receive an army from the city after teleporting through a one-way portal to his main zone along with the loot. The only thing he gets is experience from battles and ghosts from his specialization. Plus necromancy, but the AI uses it inconsistently. So, I have no idea why he's rushing you.

Added 10 minutes ago
What I wrote is confirmed by a replay from a user named Flame_Haze, which can be found earlier in the map's thread. The very first replay is the first encounter with Giovanni. The latter's army is almost exactly the same as mine was during the fast check. So, this is around the fourth week, where Arantir is quite developed and has a solid army, significantly exceeding Giovanni's, but the latter will return after death with purchases from the city, i.e., with dragons and other units.

Added 3 minutes ago
I don't know what's going on. Recently, someone complained about a script that wasn't working, but it works everywhere and for everyone. Giovanni is acting completely untypically for himself here. It's clear that something is influencing this.
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#219
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UPDATE!

v2.2 (07/17/2023)
— The "Unclean Word" spell has been disabled, guaranteeing that "Subjugation" will be obtained on the fifth level of the Guild of Mages in the starting town.
— Arantir starts with the "Unclean Word" spell.
— "Initial Education" has been removed from Arantir's starting skills, but "Spiritual Bond" has been added instead.
— The characteristic bonus that Giovanni receives after a certain stage of the game has been reduced.
— Giovanni's army has been slightly strengthened in the later stages of the game.
— A message has been added after Giovanni is strengthened.
— A guarantee has been added to ensure that Giovanni does not appear to the player before the fourth week.
— Benedict's "Darkness Suppression" has been replaced with "Suppression of Summoning." His starting characteristics have been slightly reduced.
— Kagrak's skills have been changed. His starting characteristics and level have been slightly reduced.
— The weekly troop increase for the blue player has been changed.
— The blue player's heroes no longer respawn stronger than they were before being defeated. They receive a fixed army, which is not prone to becoming infinitely powerful as the game drags on. However, in the first few months, these troops may seem quite impressive and will cause trouble even after the first attacks are repelled.
— Wessel's combat script has been rewritten for Veteran and Hero difficulty levels. He is now much less vulnerable to the strategy of focusing on the summoned phoenix.
— The quest neutral knight has been slightly strengthened.
— The Seer's Hut in Arantir's starting area now gives more ghosts as a quest reward.
— The blue player no longer hires secondary heroes. This is because they often prevented the AI from recruiting Benedict in time. However, this change also has certain drawbacks. In particular, the blue player now clears his zone less effectively.
— The starting city development for the blue player has been slightly changed.

The link remains the same.

Added 14 minutes ago
The sponsor of the sudden update is once again Nixan. I looked at his Walkthrough and came to the conclusion that patch 1.2 from 2018 was even worse than I thought. It wasn't just limited to overpowered outposts. The blue player also became overpowered, whose troops become stronger after defeats and attack in an endless march of meat, turning the overall dynamic map into a series of identical battles in the best traditions of necromancers. On the one hand, this corresponds to the idea of a constant threat from the blue player, and on the other hand, it turns it into an absurdity. So now the blue player has been nerfed. All this will have a minimal impact on the pace of the game and the initial invasion, but in the long run, there will no longer be battles with orcs every two turns and every turn when trying to reach his city. The enemies are still strong enough and pose a threat for longer than on the release of the map, but they are not infinite as they were starting from version 1.2. Overall, the map has become easier, but definitely not for those whose most pressing problem is Giovanni). I also made changes to the spells to avoid situations like "Unclean Word" and "Blinding" in the castle, which could cost the player a defeat simply due to bad luck.


Added 20 hours 10 minutes ago
So, I played through my own update on Hero difficulty and decided that it was necessary to add a couple more changes:

— The locations of the Seer's Huts in Arantir's starting area have been swapped.
— The resurrection of the blue player's heroes blocks him from crossing the border with Arantir for 5 days, which will give the player more time between attacks.

Overall, I am now satisfied with the balance on the map. The enemies are still numerous and aggressive, but not as overpowered as before. An experienced necromancer will probably not find the Path difficult, as it boils down to very standard necromancer strategies. I gathered a lot of vampires and made a build that easily defeated everyone, but nevertheless.
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#220
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I like it. After the stressful previous one, this is much better. It's very important to me that I hate those fat, short creatures, and here we have my favorite race, which is also the easiest to play with two heroes (all the meat goes to the secondary hero until mentoring is available, and the guards can handle themselves). There's a well! The only thing that bothers me is the wandering monk with a reward of 9000. For that much money, giving him something at this stage of the game is pure volunteer work. The bosses weren't a problem and were defeated on the first try without any difficulty (I defeated the last one out of principle without any losses, although I lost about 200 ghosts on the previous one, but I didn't replay it). The map is designed for mentoring (the quest for necromancy clearly indicates this), and with mentoring, Giovanni is not a problem, although the fact of his existence is repulsive in itself. It's better not to finish off the Orc right away; you can level up on him, just don't scare him with too much meat. Just to clarify, this is on Veteran difficulty (I'm protecting my nerves, and I don't like playing author-made maps with high difficulty on a hero – I often have to replay them). It's beautiful. The inaccessible zones are excellently implemented; usually, if you can't go somewhere, there's absolutely no life there (it's like solipsism). Thank you, it's great that I somehow missed such excellent maps before, and I hope I haven't played the next one yet. Giovanni must die... I really want to – that vampire brat is annoying.
In reply to Player100
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#221
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Player100
I like it. After the stressful previous one, this is much better. It's also important to me that I really dislike those fat, short creatures, and here we have my favorite faction, which is the easiest to play with two heroes (all the meat goes to the secondary hero until mentoring is available, and the guards can take care of themselves). There's a fountain! The only thing that bothers me is the wandering monk with a reward of 9000. For that much money, giving him something at this stage of the game is pure volunteer work. The bosses weren't a problem and were defeated on the first try without any difficulty (I completed the last one without any losses, on the previous one I lost about 200 ghosts, but I didn't replay it). The map is designed for mentoring (the quest for necromancy clearly indicates this), and with mentoring, Giovanni is not a problem, although the fact of his existence is unpleasant in itself. It's better not to finish off the Orc right away; you can level up on him, just don't scare him with too much meat. Just to clarify, this is on Veteran difficulty (I'm preserving my sanity, and I don't like playing author-made maps of high difficulty on Hero mode - I often have to replay them). It's beautiful. The inaccessible zones are excellently implemented; usually, if you can't go somewhere, there's absolutely no life there (it's like solipsism). Thank you, it's great that I somehow missed such excellent maps before, and I hope I haven't played the next one yet. Giovanni must die... I really want to - that vampire brat is annoying.

Thank you for the Walkthrough. The hut is probably an unnoticed bug. I will fix it soon. I'm glad you like my maps
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"Плата за любовь"
"Путь некроманта"
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In reply to AstralLein
#222
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AstralLein

The hut is probably an unnoticed oversight. I'll fix it soon.
It's not a hut; it's a monk who's cleverly positioned (very well, actually) in the forest between two outposts and wants to collect clover. There's no point in rushing in and hanging around near the blue area before you're ready, and when you're already going in with a clear understanding of the risks, those 9,000 points aren't worth it. But I, as a perfectionist, decided to give him a little something anyway.