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In reply to Алексброд24
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Alexbrod24
MASTER, I'm back with that problem regarding the FINAL battle with the hero in mission 1, which isn't happening. I'm attaching a screenshot of the console... (just in case, I removed all mods and maps from the game to make everything as clean as possible).

Could it be a faulty 3.1 build (it's rare, but it happens when players with version 3.1 report that functions like TalkBoxForPlayers, which 3.1 should handle correctly, aren't working)? Or is it possible that version 3.0 is being launched from the shortcut? I agree with Gerter; it looks like the game doesn't recognize the functions from 3.1. Try installing and running the "Path of the Hero" map by Jack of Shadows; will the console complain on that map?
Кампании для Heroes V 3.1 (Трилогия):

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Скачать все кампании одним архивом: Яндекс.Диск Google.Диск

You can download the set of 3 Campaigns (English version) here


Одиночные сценарии Heroes V 3.1:


Незваные гости
Красный кристалл
Синий кристалл
Закат тьмы

Мультиплеерные карты для Heroes V 3.1:

Легендарная война
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Передел мира
In reply to Gerter
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Thanks, I'll think about it, maybe I'll reinstall the game then.
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Wow - So, the author is still alive. I played through the campaign back in 2021, and I was really frustrated by the lack of a continuation. I even tried to reach out to Khottabych, maybe he knows something or at least has contacts with you, so I could find out what the plan was to finish it all. It's been so many years, it's time to finish what was started. It's a shame, of course, that the story isn't for 5 scenarios, but I'm so glad that I'll finally find out the ending (?). I'll definitely have to play it soon.
In reply to PODstail
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It's very unexpected to see three campaigns instead of two. I just finished playing through the "Awakening of Evil" campaign, and now I'll start the second campaign. Thank you so much, you're the best.
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After almost half a year, I finally got around to replaying the entire Campaign and watching the ending. Just as I was shocked by the first Campaign the first time (especially by the Outlands), I was surprised during this second playthrough by how much new and interesting content Master managed to add to the first Campaign in just 2 years of development. I really enjoyed it.

It was nice to see that the pre-final mission with the siege was reworked, and they even added a special Dungeon, which, as far as I remember, wasn't there originally. The difficulty of the mission also increased significantly; I couldn't even complete it on Recruit difficulty, constantly trying new strategies, but I was repeatedly and increasingly humiliated. After shamefully losing to the last three demon bosses, I eventually gave up and beat them with cheats after a hundred attempts; I guess I'm getting old and losing my skills. Surprisingly, I managed to defeat Sigryph on the first try because he refused to use gates and cast spells.

But I lost the final battle so badly that I felt terrible. I was even a little upset that Sigryph was turned into soup and fed to Urgash (but not surprised, considering the hypnosis or fanaticism similar to Alarik's). In the end, it was just a cheap 1 vs. 2 brawl. (Moreover, the scripts broke, and chests with experience and gold didn't appear for anyone except Ash, so I had to use cheats.)

Well, Master's Campaign, Grigory's Campaign, and Khottabych's scenarios are still the best things I've found on this forum. And even though it's a bit rough around the edges, I'm glad that another story has found its ending. (I'm really upset about the fourth mission with Sandro's resurrection. It seems that something "amazing" was planned, but due to some problem, Master lost all the assets and didn't want to create the fourth or fifth missions from scratch, simply adding a filler in the form of a 1 vs. 2 fight. Sandro is my favorite character overall from everything I've ever studied. He's a kind of underdog who didn't bow down to the local gods; I'm even surprised why he eventually decided to subjugate all the peoples, because in my opinion, he would have simply let everyone live freely and then disappeared into oblivion).

In reply to ПочтиПРО
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AlmostPRO

(Besides, the scripts broke, and experience and gold chests didn't appear for anyone except Ash, so I had to use cheats as well.)

 

Experience chests are not generated by scripts; they are located on the map, you just need to find them. There are 2 chests on each island. 

Unfortunately, the AI cannot realize the full potential inherent in Urgash, Ash, and Sandro, and the battles are not as interesting as they could be under human control. 

Despite the small amount of gameplay on the last map, a lot of effort was still put into it, because drawing the map and writing scripts takes me less time than messing around with videos, mods, combat scripts, etc. 

Thank you for your feedback.

Кампании для Heroes V 3.1 (Трилогия):

Пробуждение зла
Нашествие из Преисподней
Смена эпох

Скачать все кампании одним архивом: Яндекс.Диск Google.Диск

You can download the set of 3 Campaigns (English version) here


Одиночные сценарии Heroes V 3.1:


Незваные гости
Красный кристалл
Синий кристалл
Закат тьмы

Мультиплеерные карты для Heroes V 3.1:

Легендарная война
Сердце вулкана
Передел мира
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The campaign file has been updated.

Changes:

1) In the first mission, a possible cause of an error before the final battle has been removed (but errors will still occur in other missions if your game version does not support functions 3.1!).
2) In the last mission, a bug with bonuses has been fixed, and the bonuses have been increased.
3) In the last mission, chests have been removed and replaced with dolmens that grant experience or money (this was done because chests could give unnecessary artifacts).
4) The combat script in the last mission has been improved, making battles with the AI more challenging.
5) The preparation time in the last mission has been increased.
6) Other minor fixes.
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I registered just to respond; I'm playing on War and have completed two missions. The first mission wasn't particularly difficult. I cleared out almost all the resource nodes in the underground, except for two. After moving to the surface, it wasn't immediately clear what to do because my army was still small, making it hard to clear out many resource nodes. Then I found portals and started running around in circles, gradually clearing out the nodes. When I had enough strength, I started clearing out the garrisons. In the end, I arrived with an army of 1,000 archers, 150 vampires, 60 liches, and a few other units. I had to replay the second mission because I didn't complete the quest with the traitor on my first attempt. I was also lucky enough to find a Lich on weeks 2-3, and I managed to capture several stacks. After capturing the second castle, it became much easier because I had already defeated the enemy's main army and all the other heroes. So, for the rest of the mission, I fought against neutral creatures. I cleared out only one dungeon with a curse (the first one); I tried the others, but I didn't bother because I lost too many units, and the curse didn't have much of an impact anyway due to the artifacts I had. I tried to dig up the Tear, but I think it's impossible to dig it up if you don't find all the obelisks. Now I'm stuck on the third mission. I've tried it several times, but I always fail because I spend too much time on the starting location and don't go to the garrisons. Each time, I complete the catapult quest. Now, I'm trying a more aggressive approach. In the first week, I cleared out some of the starting locations, including the orc buildings, to replenish Goth's army. I also cleared out almost all the resource nodes near Zehir on the way to the castle and at the gates. After that, I used Zehir and Goth to clear out the garrisons, and later I brought in Freya. I cleared out all the garrisons (I didn't make it before the first reinforcement arrived, but I did before the second), about half of the Dwellings, and the simple resource nodes along the way. But I still don't have enough strength to be on equal footing with Shadowmancer. Maybe I need to rush earlier to avoid losing the first reinforcement, or maybe I need to find a better build order. The map is quite narrow, and caravans get stuck easily. I think a Temple would be useful on the right side.
In reply to dima_a
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dima_a
I'm stuck on the third week now, I've tried it several times, because I realized that I was spending too much time on the starting location and not going to the garrisons, each time I completed the catapult quest. Now I tried to be more aggressive, in the first week I cleared out some of the orc buildings at the start to replenish Gotia's army, almost all the hiding spots that are at the start near Zehir on the way to the Castle and at the gates. After that, I went with Zehir and Gotia to clear out the garrisons and later brought Frida. I cleared out all the garrisons (didn't have time before the first reinforcements arrived, but I did before the second), about half of the Dwellers, and the simple hiding spots that were along the way. But still, something is missing to at least be on equal footing with Shadowmancer, maybe I need to rush even earlier so as not to lose the first reinforcements, or come up with something with the build order. The map is quite narrow, caravans get stuck easily, and on the right side, I think, there is not enough a Shrine.
Good afternoon. There is a separate topic on the forum for this map, where those who have completed it gave advice. In short, I can say:
1) The number of dwellings under the enemy's control significantly affects the enemy's army.
2) General Kane can retreat from the battlefield. It is useful to level him up so that he can attack Shadowmancer several times and reduce his army with machines before he reaches the city.
3) Shadowmancer's specialization is countered by mages in the hero's army, who dispel the counterspell before the hero's turn.
4) If possible, destroy the catapult as quickly as possible when defending the Castle, so that the enemy's main units cannot break through the wall.
5) When I was playing, I tried to level up Kane and Zehir as quickly as possible. Kane reduced the army, Zehir defended the Castle. But I don't remember anymore which enemy hero I gave shackles to, and which one I didn't.

Added after 17 hours 58 minutes

MasteR
Good afternoon. There is a separate topic on the forum for this map, where those who have completed it gave advice. In short, I can say:
1) The number of dwellings under the enemy's control significantly affects the enemy's army.
2) General Kane can retreat from the battlefield. It is useful to level up him so that he can attack Shadowmancer several times and reduce his army with machines before he reaches the city.
3) Shadowmancer's specialization is countered by mages in the hero's army, who dispel the counterspell before the hero's turn.
4) If possible, destroy the catapult as quickly as possible when defending the Castle, so that the enemy's main units cannot break through the wall.
5) When I was playing, I tried to level up Kane and Zehir as quickly as possible. Kane reduced the army, Zehir defended the Castle. But I don't remember anymore which enemy hero I gave shackles to, and which one I didn't.

When I was playing, I tried to give Kane BDP (Battle Defense and Power), machines with a rapid-fire ballista, and fire arrow attack. I tried to meet the enemy as early as possible so that I could retreat and buy myself out at the tavern several times. In battle, I put out 7 stacks of 2 golems of the 3rd tier, so that they could not be destroyed by magic. I tried to eliminate as many Imps and Succubi as possible. It's good if I can kill one of the stacks completely. Then Zehir held the defense, I put 2 or 3 stacks of mages to dispel the counterspell.

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Campaign file updated.

Changes in the third mission:

1) Narrow passages have been widened where possible.
2) Shadowear and Kahn have been slightly weakened.
3) Starting information has been duplicated in the description of the main objective ("Prevent the capture of the Celestial Gates").
4) Several auxiliary buildings, resources, and monsters have been added.
5) Highlighting of important areas has been added.
6) The starting army of General Kane and Railag has been increased.
7) Sound effects on the map have been restored.
8) A bug has been fixed where creatures placed in mines and garrisons remained there after being captured by the enemy.
Кампании для Heroes V 3.1 (Трилогия):

Пробуждение зла
Нашествие из Преисподней
Смена эпох

Скачать все кампании одним архивом: Яндекс.Диск Google.Диск

You can download the set of 3 Campaigns (English version) here


Одиночные сценарии Heroes V 3.1:


Незваные гости
Красный кристалл
Синий кристалл
Закат тьмы

Мультиплеерные карты для Heroes V 3.1:

Легендарная война
Сердце вулкана
Передел мира
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After a series of tests on 3 maps, I decided to further reduce the strength of the bosses, especially Sigrif, who became too powerful compared to Railag (yes, there are workarounds, but that wasn't the original intention). I also slightly reduced the stats of other bosses and replaced some of their skills. The Shackles of Inevitability remain only with Kan. I re-uploaded the map.

I'm also attaching recordings of battles with the bosses during the test. The gameplay was so-so, the leveling was slow for a long time, plus the actions weren't always the most accurate, but I still managed to win. Maybe it will be helpful to someone.

In reply to AstralLein
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AstralLein
So, the Master became known as a very responsive author of the easiest campaigns smile28
Doesn't this just further prove how difficult it is to achieve the perfect balance when creating a map? You can start by making it very difficult and then simplify it, or vice versa...
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I don't know how much the third map in the campaign has changed compared to its single-player version, but in my opinion, this single-player version is the author's best work in terms of balance. It can be completed with seven out of eight heroes (if there were at least some way to obtain summons, it could be completed with Gothai as well) using a wide variety of builds and in almost all scenarios. Perhaps the difficulty drops towards the end when the mentored Isabelle starts churning out horses, and both Udo and Khan are easily defeated by 200+ paladins with vampirism. In short, no nerfs are needed...
Нет войне.
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For most players, even on the easiest difficulty, the map is challenging. But for those who prefer a greater challenge, the older version is always available for download in a separate thread.

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