Where is the brown tent?
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Thank you. Why can't I attack the Castle of Lightwood? Where can I find the Necromancer's Amulet and the Ring of Sinners?
If you have collected all three artifacts, the quest for which appears after capturing Mythgard - the Cloak of Deadly Shadows, the Staff of the Underworld, and the Skull of Marquel - you can safely attack the undead legion near Mythgard, then go through the portal, and then figure it out yourself...
Added after 17 minutes
Oh, and one more thing - is Holyfire under the control of the Blue player?
I captured and destroyed all the cities. I have all three artifacts, and when I went to the Necropolis, they disappeared. I found the Tear.
The Holy Flame belongs to a blue player. It's unclear what to do next.
I understand what to do with the amulet after taking the Holy Flame; they will give it to you. I missed that moment.
Did you fight Alaric in the crypt, where you dug up the Tear? If so, there shouldn't be any problems. Just build the Tear in Mythgard and attack Holyflame.
I had to restart because there are no troops in the city, and I only have two heroes for Sylvan. I destroyed Holyflame. And again, I can't attack Sylvan with any hero.
I had to replay because there were no troops in the city, and I had two heroes for the faction of Light Elf. I destroyed Holyflame. And again, I can't attack Light Elf with any hero.
Added 34 minutes later
In the final battle (after capturing all cities), there's another bug (the battle doesn't end, obviously due to the constant summoning of archangels). I've replayed so many times, but it's all in vain (well-known words on this subject, but the author...). And also, you need to warn about Dominic's participation in capturing the last two cities, especially since the Melchior there is quite overpowered (some immense divine retribution, you can only be saved by antimagic). Also, the consequences of the ritual are not well thought out: you can foolishly end up without troops and runes (keys to the finale) if you don't use them in time. I don't know, I'm so tired of all this that I probably won't replay it anymore. It's a good idea, but extremely carelessly executed.
I probably need to write in the topic header that, in addition to deleting mods and maps, a new profile should be created for the duration of the game.
After many playthroughs with different units and tactics (sometimes at my own expense), I finally managed to complete the final battle. In the end, I completed the game with a hero in 170 days (I received a Cyclops). The latest version seems to be clean, but the final battle is still problematic, all because of the summoning. The question is rhetorical: why create a game that relies on a bug and expect "kind" words in return? Couldn't they have come up with something safe? I also don't understand the author's decision to replace the standard units (which may also cause problems), what was wrong with the regular units (especially since there are problems with upgrading them)? Now, about the positives. It's been a long time since I've seen such an interesting map; compared to the current mediocre creations, it's simply a masterpiece. Despite my complaints and moans (which may not always be justified), the game is captivating. I congratulate the author on their creative success and will be looking forward to their new works.
I have a question. What was wrong with the "new" green units, and what are the problems with upgrading them?
Added 2 minutes later
Also, I'm curious to know your opinion about the plot.
The main problem, in my opinion, is the overabundance. This plot, these quests, these objects, this territory would be enough for a campaign. If you don't play it in one go, you get confused – who asked for what to be brought? Which key opens what, and how do you find out? How do you get to the library? As a rule, I do what I can, and then I look to see where it says "key obtained." The transitions are very long, and there's a lot of logistical management in terms of caravans (I hate bridges). I couldn't understand which Shagarati to free; I was looking for it, and then – "Semyon Semyonych," I was the one who built the bridge – maybe it's there, but in the process, I either forgot about defending against the blue faction, or gathering the warriors of the Ashan lands, or preventing a blockage on the bridge, or completing something more obvious about the bridge. There needs to be more explanation of the key-gate-portal connections (or, after unlocking the passage, where the "camera" opens). The fact that some objects look like others is ambiguous. I personally like it (it's realistic, aesthetic), but on a much less saturated map.
My attitude towards the map is mixed. The videos and design are excellent, the plot is good, the texts are decent (although the final text could be improved; there are many repetitions), and everything works correctly in the latest version (I waited for a working version). But in some places, it's very tedious, long, unevenly difficult (holding off the blue resurrectors), and it's unclear what to do because the horses and people are all mixed up in my head. The upgrades are also unclear; maybe if you complete the reputation quest, the red upgrade will appear for hire in the castle (I failed with the first castle), but otherwise, red Knights are hard to come by. Many of the green units are better than the regular ones, but running/swimming to two forts is not very enjoyable.
I also don't understand what the town portal did wrong. At the stage of the game when it significantly affects the defense of the castle, you still can't build a level 5 guild, and then it could have greatly alleviated the tediousness of the long transitions.
The final battle is a complete mess, and not in terms of difficulty (our song is good, start over). I thought it was a bug. I wanted to use the console five times to watch the last magnificent video. But I persevered; the seraphim gave me a little hope, and I, ignoring my desire to complete it without losses, finally finished it.
Overall, it's a very solid piece of work, but not without its negative aspects. And yes, it's "Wow."
In terms of design, it's beautiful. The difficulty is inconsistent: at first, I couldn't manage on the Hero difficulty, and on Veteran, I almost couldn't. I thought about trying a lower difficulty, but I didn't have the patience, and, to my shame, I'll admit that I used an army cheat for the first time. This refers to the endless attacks from the blue faction with a decent army and constantly increasing levels (and you can't avoid losses), and Hafaad's stats were reset. Now, after completing it, I realize that I should have quickly destroyed all three cities, and this zombie apocalypse would have ended sooner. But in the end, if you're not fed up, you can endlessly level up on Alaric under the Holy Flame; he appears immediately after his death (I got tired of it). I would also destroy the castles; I left only one because I couldn't figure out where to find the Necropolis. After that, everything is simple, without any difficulty, I think even on Hero difficulty.
The main problem, in my opinion, is the overabundance. This plot, these quests, objects, and territory would be enough for a campaign. If you don't play it in one go, you get confused – who asked for what to be brought? Which key opens what, and how do you find out? How do you get to the library? Usually, I do what I can, and then I look to see where it says "key obtained." There are very long transitions and logistical management in terms of caravans (I hate bridges). I couldn't understand which Shagarati to free; I was looking for it, and then – "Semyon Semyonich," I was the one who built the bridge – maybe it's there, but in the process, either while defending against the blue faction, or while gathering the warriors of the Ashan lands, or while preventing a blockade on the bridge, or while doing something more obvious about the bridge, I completely forgot. There needs to be more clarification about the key-gate-portal connections (or, after unlocking the passage, where the camera should focus). The fact that some objects look like others is ambiguous. I personally like it (it's realistic, aesthetic), but on a much less saturated map.
My attitude towards the map is mixed. The videos and design are excellent, the plot is good, the texts are decent (although the final text could be improved; there are many repetitions), and everything works correctly in the latest version (I waited for a working version). But in some places, it's very tedious, long, and unevenly difficult (holding off the blue resurrected units), and it's unclear what to do because horses and people are already mixed up in my head. The upgrades are also unclear; maybe if you complete the reputation quest, the red upgrade will appear for hiring in the castle (I failed with the first castle), but otherwise, red knights are hard to come by. Many green units are better than regular ones, but running/swimming to two forts is not very enjoyable.
I also don't understand what the town portal did wrong. At the stage of the game when it significantly affects the defense of the castle, you still can't build a level 5 guild, and then it could have greatly alleviated the tediousness of long transitions.
The final battle is a complete mess, and not in terms of difficulty (our song is good, start over). I thought it was a bug. I wanted to use the console five times to watch the last great video. But I persevered; the seraphim gave me a little hope, and I, ignoring the desire to complete it without losses, finished it.
In general, it's a very solid piece of work, but not without negative aspects. And yes, it was "Wow."
I'm curious to know what you didn't like about the green troops?
The portal to the city is a necessary measure. If the blue faction gets this spell, it will start breaking the map by teleporting to cities it shouldn't be in.
I'm curious, what did the green troops do to displease you?
And also, someone already mentioned this – it would be better to warn about double battles. Something like "Dominic, be prepared, we'll need the strength of two armies for the assault" (or a more detailed story).
The inaccessibility is a problem. Having to travel to the Fortress to get them, considering the traffic, is quite annoying. It would be nice if there was some kind of quest to unlock them in the city (I'm not sure if this is technically possible).
And also, as someone else mentioned, it would be better to warn about double battles. Something like, "Dominic, be prepared, we'll need the strength of two armies for the assault" (or a more detailed story).
Regarding the green alt-upgrade, I don't know of any function that would unlock their recruitment.
Oh, and one more thing. What's wrong with the final battle?