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BlueHeavenHero
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#155
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AstralLein
Did you turn the Redhead monks into Dominicans?
Decided to twist them around)
Redhead monks + Dominicans = Emerald Inquisitors

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#157
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Yes, I visited the crypt and fought Alaric before digging up the Ashen, which is natural; I simply omitted this detail due to its insignificance. However, the same Alaric from the crypt appears on the map much earlier and then constantly respawns (damn him) near Holyflame. By the way, this city somehow came under my control (although without the ability to enter it) when I killed one of the blue creatures in it after building the bridge. Here's another bug: after obtaining the "Call of Death" spell, I could summon Shaitan-Babs endlessly without spending mana. The bonus for raw power from the Mentor is weak, as there's a Magic Spring nearby (it would be better if it increased spell power). I don't quite understand the concerns about Alaric and other battles. By the end of the 4th month of the game, I had over 1000 liches, over 1000 vampires, and around 4000 skeletons, so battles (if without bugs) didn't cause any problems (even against the Mage, Dwarf, and Demon). I repeat, banning portals to the city is a bad idea, as it significantly prolongs the game. It would also be good to add Light magic to the three witch huts at the beginning of the game (which is critically necessary for quickly capturing Mythgard). It would also be possible to slightly strengthen the joining army (cavalry and monks). Also, it's very confusing that the tents are disguised as objects and that there's confusion among the objects on the map. And the map should be played from beginning to end to identify bugs, not in fragments through the console. Creative success (down with carelessness).
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#158
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Antik
Yes, I visited the crypt and fought Alaric before digging up the Ashen, which is natural; I simply omitted this detail because it was insignificant. However, the same Alaric from the crypt appears on the map much earlier and then constantly respawns (damn him) near Holyflame. By the way, this city somehow came under my control (although without the ability to enter it) when I killed one of the blue players in it after building a bridge. Here's another bug: after obtaining the "Call of Death" war cry, I could summon Shaitan-Babs endlessly without spending mana. The bonus for raw power from the mentor is weak because there's a Magic Spring nearby (it would be better if it increased spell power). I don't quite understand the concerns about Alaric and other battles. By the end of the 4th month of the game, I had over 1000 liches, over 1000 vampires, and about 4000 skeletons, so the battles (if without bugs) didn't cause any problems (even against the mage, dwarf, and demon). I repeat, banning portals to cities is a bad idea, as it significantly prolongs the game. It would also be good to add Light magic to the three witch huts at the beginning of the game (which is critically necessary for quickly capturing Mythgard). It would also be possible to slightly strengthen the joining army (cavalry and monks). Also, it's very confusing that the tents are disguised as objects and that there's confusion among the objects on the map. And to test the map for bugs, you need to play it from beginning to end, not in fragments through the console. Creative success (down with carelessness).
Now I'm playing through the scenario on Veteran difficulty to identify bugs without using the console. There's a very interesting point with Holyflame; I'll prevent the Blue player from entering it. Because it's wrong that this damned city comes under your control.
Banning portals to cities is a necessity because if the Blue player gets this spell, they start breaking the game.

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#159
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Then, summoning reinforcements should also be banned. The AI will gladly pull an army out of isolated towns if it can target them with a spell. I'm speaking from experience, having tested this on two of my maps.
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#160
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AstralLein
Then Summon Troops should also be banned. The AI will gladly pull an army out of isolated towns if it can target them with a spell. I'm speaking from experience, having tested this on two of my maps.
I've already banned Summon Troops. And, by the way, Alaric doesn't respawn if Sheller, Ash, and Millfield are captured.

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#162
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Note the summoning of the Shaitan-Bab. They can be summoned as many times as you like outside of battle, like this! The question is, how can a blue creature get the Portal spell to a town, if it can only be learned in Mythgard, which it isn't even attacking?
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#163
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Antik
Note the summoning of the "Shaitan-bab." They can be summoned as many times as you like outside of battle, like this! The question is, how can blue get the Portal spell if it can only be researched in Mythgard, which he isn't even attacking.
Blue can build a Guild of Mages in his cities, which will give him the Portal spell. I don't want to cancel the construction of the Guild yet.

Added after 19 minutes
As for summoning them, as you called them, "Shaitan-bab" - I will probably make it so that summoning them costs the player some experience.

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#164
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With experience, the idea is bad. I even forgot to mention why it should be limited to level 30, when everything around is much stronger. And summoning creatures, in my opinion, breaks the game (in terms of bugs). Wouldn't it be better to completely abandon such features for both the demon and the player (what's the point of them, they only cause problems)?
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#165
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Antik
With experience, the idea is bad. I even forgot to mention why it should be limited to level 30, when everything around is stronger. And summoning creatures, in my opinion, breaks the game (in terms of bugs). Wouldn't it be better to abandon such features for both the demon and the player (what's the point of them, they only cause problems)?
But what can the player summon creatures for then? I'm not ready to abandon this idea yet.
By the way, I removed the demon summoning script in the battle with Chaos, but I added Machine Control to him - Ballista - Rapid Fire - and also fire arrows.
By the way, the Mage and Demon were, in my opinion, much easier than the Guardian of the Weave.

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#167
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AstralLein
Simply by time. For example, a spell deactivates after use and only refreshes on Mondays.
Unfortunately, I had this idea. But... I'm not that proficient in scripts, and I don't know how to do it.

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#168
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It’s quite simple: we disable the spell at the end of the script that governs its effect (there’s a separate function for this). We create a separate script that will enable it every Monday, provided that the hero exists.
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#169
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Good day, Author. I played on this wonderful map, but I couldn't complete it (more on that below). I'll start from the beginning – I played on Recruit difficulty because, by the standards of the forum users, I can't play Heroes at all, and I know that custom maps almost always have extremely high difficulty. But that's not what this story is about. The map started with a battle, which I don't really like as a concept, but okay, that's how it was designed! I won without any particular problems and began my journey. I immediately picked up some useless skills in the witch's hut, hoping that there would be a mentor somewhere on the map. As a result, Hahfad got Leadership (which messed up my build), and Dominic got Machine Mastery. Since there were no better options, and -10 morale and a very small number of undead made using Hahfad completely pointless, he went to chill in the forest while the brave priest Dominic did all the work. At first, it was difficult; there were no troops, and I didn't know where to get decent units, but then I found the wandering knights, then the so-called "Zone with Perks," and things started to improve. Let me digress: I don't remember if it's the same everywhere, but that house with skeletons and ghosts at the beginning doesn't allow you to hire troops from it except by sending a caravan to the city. I think this is because it's based on the skeleton spawner (like in Minecraft), where troops must join for free, and the appearance of ghosts in it breaks its ecosystem. If you're a perfectionist and want everything to be ideal, it's easier to base it on the ghost spawner and add skeletons to it; I think then there might not be such a problem. But that's just a theory, and it doesn't really interfere with the gameplay. So, Dominic took Castelcross, and then the green knights came after me. It was tough, especially Andreas with his ballista and incredible luck, but Dominic, pumped up in light magic, with Leadership and Machine Mastery, destroyed them all (in the name of Erathia, of course). Then there was a long clearing of the map and defeating neutral creatures. By that time, Hahfad had leveled up a bit and got Darkness, but that damn Leadership still messed up the build. When I took the first city of the green knights, I decided to convert it to a Necropolis. However, as soon as I did that, all of Hahfad's experience and skills were reset to 0. He got level 1 and even lost Necromancy (!!!). And considering that I had a hard time getting him Darkness and Summoning (because he's a Knight class), I had to reload and destroy the city instead of converting it. After that, I took Mythgard, and while Dominic was finishing off the green knights, Hahfad leveled up and cleared the map. Later, Dominic took a back seat and began guarding the exit from Holyflame to prevent annoying heroes from running around the map and capturing my mines. Hahfad gathered a decent army and went to complete the main quest. He helped the druid, the mentor, repaired the bridge, and freed Shagaroth. After that, he defeated the demons, which was quite easy because the army that was in the castle, even with the summoned creatures, was weak. However, I couldn't even imagine what horror would begin next. And next was the dwarf and the Library. I started with the dwarf. I spent about half an hour on the battle, I was extremely surprised by his stats and level, considering that players can't level up above 30, and I calmly lost the battle. I decided to go to the Library first, but there was also a very annoying guardian, and he even had Sandro's cloak, which severely harassed me with Subjugation and Berserk. After two reloads, I realized that he was too strong, and, sacrificing most of my army, I developed a strategy – I caught the Berserk with my Death Messengers, subjugated his units, and killed them one by one with my berserk messengers, because only under Berserk did they have enough damage to at least damage his troops. After that, there were several more months of accumulating troops (and yes, I forgot to say that I obviously destroyed the mage first; the battle was normal, and the mage, although annoying with Divine Vengeance, doesn't become overpowered). After accumulating troops, collecting the Dragon Set, and raising my spell power to 50+, Hahfad was finally able to defeat the terrible dwarf. I stood in a box under strong defense and slowly destroyed his units with an unholy word, blocking the archers with a wall of swords. In principle, after I realized the correct strategy, the battle was not particularly difficult, but it was very long, due to the buffs that the dwarf gets at the beginning. Happy, I gathered even more troops (it was already the 14th month!!!) and went to unlock the portal to Lightwood, because I didn't have any other way. I defeated all the defenders of this path, the spectral knight (although the dialogue window about his appearance and the teleport effect appeared twice), and then... I couldn't attack him. It seems that the object is disabled through SetObjectEnabled True. I could only capture Holyflame because the enemy hero was standing at the gates. And, although I can go into the city menu or buy troops with a caravan, I can't enter the city in any way. I think that wasn't the original plan. Obviously, the Tears of Ashi in Mythgard hadn't appeared yet. And so, at this point, I realized that I was stuck. I had looted the entire visible map, every corner, but I couldn't find the Swamp, where the Tear and the Amulet of Necromancy were supposed to be. I reviewed the entire map a dozen times, looking for paths, teleports, anything that could help, but no. As I understand it, I needed to capture Lightwood (because all the other enemies on the map were defeated), but I couldn't do that. At this point, my journey ended, without reaching its end.
Oh, and I was also able to buy Dugal level 15 in the tavern at some point. I don't know if that was planned or not, because besides him, there wasn't a single other hero there, but he gladly took my money and became a courier, carrying fresh green knights from the fort on the hill to Dominic.
To summarize, the map turned out to be very cool. A separate respect for the artistic component, the terrain, and the design. The lighting is perfectly matched for these gloomy swamps, taiga, and bogs. Overall, it looks very much in the Nival style, as if I'm playing a campaign scenario. It reminded me of the scenario about Ornella from "Lords of the North." The scripts and quests are also excellent. An interesting side quest, a whole bunch of tasks that give useful bonuses and prevent you from getting bored. The only thing I couldn't do was earn the trust of the soldiers (apparently, they are very principled in choosing commanders, or maybe something was wrong with my face). The various objects on the map are very well done. You look closely at each building and tent, read what it is, so as not to miss anything important. On the dwellings, there are these cool little models of the creatures that are born there (especially the two swordsmen who are fencing behind the fence looked cool). The soundtrack also deserves praise. True, the music that you added played rarely, but every time I enjoyed the level of atmosphere. And finally, I'll mention the creatures. It's very cool that you changed many of them. It's a pity that there wasn't my favorite red alt-grade of humans, but the greens are also good (and yes, I understand that they fit the plot). It was exciting to read about the abilities of each familiar creature and find something new. For example, seraphs have become a truly formidable force, and bone archers with double shot have finally become a really useful unit. Overall, a very interesting and high-quality map, with a whole bunch of new and unusual things. Although some moments (like the dwarf) seriously spoiled my nerves (and keyboard), the number of positive emotions from the map still outweighs these sad moments. I wish you success in your further work on the map and inspiration in new endeavors!
...И справедливость я несу
На острие меча.


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"Искупление" - это мой амбициозный проект. Давняя мечта. С детства играя в героев, я восхищался персонажами и ландшафтами, сюжетом и стилем оригинальной трилогии, я мечтал привнести что-то свое в эту игру,  и наконец, более-менее освоив нелегкий труд картостроителя, взялся за воплощение мечты. Кампания расскажет о будущем выживших рыцарей Кровавой Стали, о пути, который они избрали, и о том, куда этот путь их приведет. К слову, мне нужен тестер-оценщик. Если хочешь принять участие в создании и есть определенный опыт, то - добро пожаловать!