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Posts from The Hero's Path

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{0TT@6bI4, thank you.
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The map is awesome, kudos to the author. I was playing as a hero, but it got boring, so now I'm trying to complete it without cheating from the start (hiding until they clear the forest and accumulating 300k currency in the bank, then leveling up the hero and easily defeating even the updated spawns).
I encountered a problem with the quest - "Tree is Man's Friend."

I found the central, half-destroyed tree, and I've tried everything there, danced around it, rotated the camera, stood still, waited for a week (7 days, not turns), and even ran to the dryad (my wife even started getting jealous), but nothing happens; the tree remains unchanged. After this quest, is there a chain of events, or can I just forget about it?
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BerGest, the central large tree, is the Great Tree, which everyone already knows and talks about. The mayor asks you to "investigate the reason for the unusual size of several trees growing near the elven city of Windedahl."
After this quest, the mayor will no longer bother you.
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Jack_of_shadows
Also, if it's not too much trouble, I wouldn't mind if players who have completed the game posted screenshots of their in-game stats, at least the first page. I love collecting stats about stats
Basically, I also finished this map today (hero + extra Knight - readiness, distraction, education, light - horses under regeneration/vampirism from a scroll). Good things have already been written here even without me, so just some suggestions/comments:

- Neutrals don't increase in strength, but mercenaries do. That is, you can just accumulate troops. Accordingly, if you introduce a limit on the maximum number of troops for hire, this would increase the relevance of tactics/any magic/alchemy/runes/resting in taverns/resurrection/variety of possible troops and would prolong the game if you had to prepare separately for each battle (it's already there to some extent - but now it's more like "preparation for the next battle" rather than a "stage of the game within the game")

- No role-playing diplomacy. I don't know, maybe it's normal that so many functions that are typical for Heroes are cut here, and this one is gone too - but you talk to so many NPCs and there is no such function. And the late game is accordingly without it (this can be added to the previous point) - and there isn't one anyway - it's difficult at the beginning, and then you get used to it and don't notice how the map ends (and all the neutrals are brave - 20 druids don't run away from 300 horses)

- 500 mine workers. Perhaps few people bothered with this (they just sold them), but it's unnatural and looks like a legal cheat. It would be logical to either have a small increase (up to 100) or a limit on the amount of resources mined (mine output)

- Mentor. It slightly reduces the difficulty and turns replayability into a sandbox in which you can just play around.

- The inability to learn magic types (if not in the education center, then at least from specialists) can make it difficult to get, for example, summoning on a Knight.

In general, the map started and ended. I don't know how to describe it - it seems like you can't complain about a lack of content (30 quests, achievements, random event generation, etc.), but there is no late game - after completing the main quests, there is nothing else to do on the map. Even on the maximum difficulty, there is practically no need for additional enhancements (I started using alchemy on Garun, studying on the Demon (and I regretted transferring that poison to him later, although I didn't meet anyone stronger for it), I figured out runes only through a quest, when I saw that you can rest in a tavern several times for +10% - I thought it was a bug and an exploit, not a feature)

In general, the RPG element provides a good opportunity to compete in something, which gives meaning to creating a multiplayer mode for this map. Perhaps this is an exaggeration and it will no longer be what you planned this map to be. + I have no experience with PvP or map creation, so I don't know how this can be implemented - I just see it as a good idea, which is why I'm writing about it.

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Konstantin3105, difficulty is always a tricky thing – the neutral armies are already inflated, there are many restrictions on the player's creatures, and overpowered creatures are very expensive. If you tighten the screws further, advanced players will still complete everything, but the battles will just take longer. To make it more interesting, I think it's easier to come up with something yourself – not replay battles several times when you don't like the losses, try a non-standard build, use atypical creatures, etc.

Regarding the mines – I think very few people actually take these workers there, so the large yield at the end was intended as a truly generous reward for the effort.
In general, the RPG element provides a good opportunity to compete in something.
As I've noticed, the most popular competition has become who can complete the game on the highest difficulty with the fewest losses, but there is a limit to this, and it has already been reached.
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Jack_of_shadows
avoid replaying battles multiple times when you don't like the losses
This is actually implemented automatically in multiplayer.

Although the idea of "cooperative gameplay" (if not "competing") is easier to implement in something like Warcraft than in Heroes, and the main quests are very different in difficulty for such a thing (although you can simply divide the functions - someone provides food, someone provides horses, someone robs caravans). + potions/artifacts cannot be transferred between players.

In any case, this makes sense only if you are interested in implementing something like this, but if it's just a formal "they complained that," then it's not necessary, sorry for bothering you with this.

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Konstantin3105, I have already released the map for general use.

Added 2 hours 12 minutes ago
Remix, that's great, thanks for the walkthroughs. I see that you are now more involved in the game than you were the first time several years ago. It's interesting to look at many moments from the outside.
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I decided to play this scenario with the challenge of completing it in the minimum number of days, but with the maximum possible number of quests. It took 187 days (7 months, 3 weeks, 6 days) and I completed 28 quests (26 in the statistics + 2 final ones). I didn't complete only 2 quests: "lumberjack" and "wanderlust," as it would have taken a lot of time.
P.S. The actual walkthrough will not be available on the channel for a while.

Мой канал по героям 5 - "Heroes for Fan"
Мой канал по King's Bounty - "Remix Play"
Моя группа по героям 5 - Здесь отвечу быстрее
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Cool, I remember submitting the "Meteor" achievement after someone posted a walkthrough here that was faster than a year, even though I initially thought it was impossible (or very tedious). I approve of these kinds of challenges.
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Walkthrough of the "Path of the Hero" scenario WITHOUT LOSSES (Knight, Hero difficulty): https://youtu.be/Rf5SLCU0dEs

Walkthrough of the "Path of the Hero" scenario WITHOUT LOSSES (Warlock, EXTREME Hero difficulty): https://youtu.be/pnTt_VlUqQQ

Мой канал по героям 5 - "Heroes for Fan"
Мой канал по King's Bounty - "Remix Play"
Моя группа по героям 5 - Здесь отвечу быстрее
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In the "Team in Danger" quest, during the battle with the undead guarding the jarl, instead of skipping their turn, the summoned elementals would periodically stand in a T-pose, causing the game to freeze (after using combatSetPause, everything would continue to work). The console log was not saved; I didn't find any script in the map related to the combat part of the quest, but I can't be sure that it was caused by the combat script of this quest, and not by a script from another quest that didn't work correctly.
С уважением, }{0TT@6bI4
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{0TT@6bI4, I reviewed the script and found a completely silly mistake – the Blindness spell shouldn't have been cast on elementals, undead, and mechanical creatures, as the game prohibits it, but this creature filter wasn't working. I was told about this before, but I somehow missed it then. Thank you for your vigilance.
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Hello. We saw Remix's walkthrough of the map and decided to try it ourselves.

I've almost finished it now, explored every corner, and didn't rush. I played with a hero, on extreme difficulty, and as a Warlock. I'm currently in month 30, and I'm running around with a single stack of 195 horses. I don't have any problems with battles, although, of course, sometimes stacks of 10,000 units appear, but Dispel and Berserk work wonders.

I would like to express my gratitude to the author; this is a very interesting and inspiring map! It even made me want to open it in the editor to fix the alchemy menu: it's very annoying when randomly found recipes aren't saved in the formulas, and you have to add the ingredients manually each time instead of using the existing formula * strength (for example, mixing five times more of everything).

The map is simply a masterpiece! My wife watched and also wanted to play; I set it up for her, and she's playing on veteran difficulty).

All the best to the author!

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Thank you for your feedback!
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They started a huge argument spanning 32 pages – I can’t understand if I played it or not (I’m marking the ones I’ve completed with comments) – please keep the threads clean; there’s a private messaging system for that (Hotabych, at least threaten them).
Okay, I’m grumbling… I’ll finish it now and post the 33rd one… I love these games because of their variety.
P.S. I won’t delete anything, but I’m taking back my words… I can’t remember such verbose nonsense in any game…)) Seriously… I took 15 screenshots just to get an idea of the conditions.
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