Raspisnoy, thank you for the walkthrough!
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Is a sequel to this scenario in the works?
P.S. Excellent map, especially considering it's the author's first work. Good luck with your future projects!
BlueHeavenHero, thank you for your feedback and well wishes!
To answer your question - a sequel is being prepared and is already in development.
A new version of the map has been released (version 1.1, 01/04/2023).
Main changes:
- Grok's aggressiveness has been slightly reduced
- Kaspar has been slightly strengthened
- the dwarves' shield is now guarded by a stronger army; the army for some of the relics has been slightly reduced,but they are still strong and do not allow for an easy breakthrough in the early stages
- minor changes in the cutscenes
- a number of other minor changes on the map
It's been a while since I've found a map worth writing about, instead of just expressing myself with colorful language. I completed the map (original version) in 50 days, playing as a "hero." The map isn't very difficult. I liked the scenario's concept, the dialogue scenes, and the logic of the actions. The layout is good, and the logistics are well-planned; the map is dynamic. (I can't remember the last time I could say that about modern works.) The landscape is drawn nicely, and it fits the theme, although it's not overly elaborate, but it is neat. What I didn't like was the development limit. It's like an axis around which problems start to revolve. The limit is very low for a scenario with a recurring enemy who immediately builds up an army. I had 2 heroes at level 18, one at level 16, and another at level 6, and there was still a lot of "meat" left on the map. I didn't take any major artifacts. The main hero hit the ceiling and was forced to let neutral creatures go for more than 2 weeks of game time – this really takes away from the enjoyment of the game. Because of the ceiling, there are very few options for developing the main hero; you can only fully develop 2 schools, and even then, not completely – there are practically no variations for replaying the game. "Education" has become completely unnecessary. The issue with joining units is poorly resolved. Not only native troops join. Where do you put the non-native, mixed groups? Why is building a sacrificial pit prohibited in all castles? I didn't like the choice of colors for the enemy's flag. Brown is completely "blind" against the demonic decorations, and orange is only slightly more contrasting. The final necromancer is weak compared to the demon that the player summons. The imps drain all his mana, he has nothing to cast, and the AI doesn't know how to use spells. And skeletons are not good soldiers against demonic troops. It's very bad that the necromancer is locked in a castle. The map's name implies a greater role for the necromancer in the scenario's events.
Thank you to the author for the work; it's beautiful. If this map is truly the first of many, then I eagerly await new ones.
It's been a while since I've seen a map on the site that I could write about without resorting to just using unprintable words. I completed the map (original version) in 50 days on "hero" difficulty. The map isn't very difficult. I liked the scenario's concept, the dialogue scenes, and the logic of the actions. Good layout and successful logistics, the map is dynamic. (I can't remember when I could say that about modern works). The landscape is drawn nicely, thematically appropriate, although without any frills, but it's neat. What I didn't like was the development limit. It's like an axis around which problems start to revolve. The limit is very low for a scenario with a respawning opponent who immediately builds up an army. I had 2 heroes at level 18, one at level 16, and another at level 6, and there was still a lot of "meat" left on the map. I didn't take any major artifacts. The main character hit the ceiling and was forced to let neutral creatures go for more than 2 weeks of game time – this greatly diminishes the interest in the game. Due to the ceiling, there is a very small choice of development options for the main character; only 2 schools can be incorporated, and even then, not completely – there are practically no variations for a replay. "Education" has become completely unnecessary. The issue with joining units is poorly resolved. Not only native troops join. Where to put non-native, mixed groups? Why is the construction of a sacrificial pit prohibited in all castles? I didn't like the choice of colors for the enemy's flag. Brown is completely "blind" in demonic settings, and orange is only slightly more contrasting. The final necromancer is weak compared to the demon that joins the player. Imps drain all his mana, he has nothing to cast, and the AI doesn't know how to use spells. And skeletons are not warriors against demonic troops. It's very bad that the necromancer is locked in a castle. The name of the map implies a greater involvement of the necromancer in the events of the scenario.
Thank you to the author for the work, it's beautiful. If this map is really the first sign of good things to come, then I look forward to new ones.
13ga, thank you for the review and walkthrough!
50 days is an excellent result! As you rightly pointed out, this map is designed for a dynamic playthrough.
Kaspar was strengthened in the patch, but I think there is still room to make him more difficult. As for the passivity of the turquoise hero, there was a similar idea to make him a little more active, but in the end, I decided to abandon it on this map so that the turquoise hero wouldn't get in the way of other enemy heroes. And the reasons for pursuing Agron instead of them are not yet clear.
When I try to load a save, the game crashes. Is this happening to anyone else?
Сценарии:
"Холм мертвецов"
"Священное древо"
Finally, I completed this wonderful scenario.
I played as a Warrior, because my gaming skills are quite limited. The beginning is difficult, but after capturing two castles, everything becomes easy.
First, I captured the nearest city to the starting point, belonging to the Brown faction - Ur-Ishin. I bought some troops, cleared the area. But...
First Alastor, then Nimue, Grok, Groll, and Jezebel came to attack me one after another. I successfully repelled their attacks, but lost more than half of my accumulated army. Then I hired the defeated Nimue, level 6, leveled him up, and captured the southwestern city of the Brown faction.
I mainly buffed my troops with mass acceleration and punishing strike for the simple demons, and used a few imps to absorb retaliatory attacks, while the main troops opened the gates. In general, my Agrael turned out like this:

Then I upgraded him with Skilled Machines and Rapid Fire, and also bought a ballista.
After that, everything went smoothly. Nimue repelled Grok's attacks, and Agrael captured the cities of the Brown faction:
After defeating the annoying Brown demon, I accumulated troops and went on the attack against Weyer.
Results of the battle with Weyer:
I successfully defeated Weyer and Grok, completing two quests - one for Weyer and one for his agents. After that, I went to complete the quest from the fire elementals.
Given my strength at that time, it was easy, and I easily completed this quest. The fire elementals joined me, totaling 147.
I accumulated troops and went on the attack against the Necropolis, after first checking Kaspar's army in the tavern.
I triumphantly entered the lands of Erish, and after wandering around for a few days in search of a bypass, I finally found it and, after defeating 300 bone dragons, attacked the Necropolis.

Opening the gates, mass acceleration, and my army (200 cave demons) decided the outcome of the battle.
I finished the game on the 6th day of the 4th week of the 8th month and had a lot of fun. This is the type of scenario that I really enjoy playing. Enemy raids, a small map, and a lot of creatures guarding resources and artifacts - all of this gave me a feeling of nostalgia. Especially Agrael and the demonic soundtrack.
There is no particular difficulty here. At the beginning, it's hard, but after that, it becomes easy, and Grok is just an annoying hero.
Advice: allow the upgrade of succubi and warhorses in Weyer's castle, and also allow the construction of devils. Add a fully built Stronghold to Kaspar's castle to make it more hardcore, and add some combat script (for example, at the beginning of the battle, Kaspar either casts Weakness, or Plague, or Impotence, but no more - a simple combat script with one function). It would also be possible to strengthen Grok after the Brown faction was defeated - give him more troops and another level as a buff.
And, most importantly, increase the maximum level from 18 to 26 at least. This is the most important thing.
Thank you to the author for several interesting evenings spent playing the game! I look forward to the sequel!
BlueHeavenHero, thank you for such a detailed review! It's great to read a detailed walkthrough of the scenario, and it's a bonus that it includes screenshots. It's especially nice to know that the map evoked a sense of nostalgia in you.
As for improving the scenario, a patch is in development, mainly aimed at strengthening Kaspar; most likely, some kind of combat script will be added. In the current version, the demon enemies behave reasonably well, in my opinion. We need to think about Grok after defeating the brown faction, because he already grows a decent army, but we can experiment. If Grok is already defeated, you can safely try to storm Wayer's Stronghold. As for upgrading Wayer's Stronghold, some upgrades could be allowed, but Kaspar will also have to be significantly strengthened for this, so that he has something to counter them with; otherwise, he will become too easy a hero for the finale. I hope that the work on the patch won't take too long.
Сценарии:
"Холм мертвецов"
"Священное древо"
BlueHeavenHero, thank you for such a detailed review! It's nice to read a detailed walkthrough of the scenario, and a special thanks for the review with screenshots. It's especially nice to know that the map evoked a sense of nostalgia in you.
As for improving the scenario, a patch is in development, mainly aimed at strengthening Kaspar; most likely, some kind of combat script will be added. The demon enemies in the current version behave adequately, in my opinion. We need to think about Grok after defeating the brown faction, because he already grows a good army, but we can experiment. If Grok is already defeated, you can safely try to storm Wayer's Stronghold. As for upgrading Wayer's Stronghold, some upgrades can be allowed, but Kaspar will also have to be significantly strengthened for this, so that he has something to counter, otherwise he will become too easy a hero for the finale. I hope that the work on the patch will not take too long.
I hope that the work on the continuation will not take too long and will not have many bugs
Сценарии:
"Холм мертвецов"
"Священное древо"