Skip to content

Posts from Cerberus Island

5.0 (1 rating)
In reply to 13га
User Avatar
1 year ago
Auto-translated
13ga

Completed the map on “Hero” difficulty, 46 days. I liked the fact that the map is well-designed by the author, and I didn't encounter any flaws. The landscape is well-developed, the guards are strategically placed, and the dialogues and scripts work as intended. This is the second such map from this author – my respect for the work done.

Regarding the gameplay. The map cannot be considered difficult. The first week is a bit challenging, but after that, it becomes quite easy. The strength of the armies and magic of the enemies are very forgiving to the player. The map is like a torch that was forgotten to be lit. The second drawback is that everything is too organized; the player is like on a train, and there is no room for any improvisation, so replaying it is not interesting. I don't understand the point of replacing the demonic troops with undead – this is definitely a losing option. It suggests destroying the bonuses from the hero's specialization, morale, and gate with your own hands.
Thank you very much for the Walkthrough and feedback!
The map is not supposed to be difficult if you try to win as many battles as possible from the first day, without losing Cerberuses (the hero's specialization and the quest to gather an army are designed to maximize the reward for the player for doing so). You are the first person to find it too easy on Hero difficulty; before that, there were reports of problems with completing it.
If the doubling of Samdir's growth has already begun, then only by transforming everyone into undead is it possible to assemble an army of comparable strength. To win with demons, you need to complete the map quickly.
In reply to Magnificent
1 year ago
Auto-translated

I just finished playing the map as a "hero." My demon was barely moving, dragging itself along as much as possible. It barely made it to the final castle on day 79. It was so difficult, whew. In the Necropolis castle, I had been gathering forces with increased recruitment for several weeks. For the final battle, I used my usual troops. I won without any major problems. There would have been even fewer problems if the map had common "light" spells. This is the second time I've played, and the second time there are no light spells in any of the light castles. It's some kind of conspiracy.

So, it's definitely not worth changing troops.

 

In reply to 13га
User Avatar
1 year ago
Auto-translated
13ga

I just finished the map on "Hero" difficulty. My demon was barely moving, trying to stretch things out as much as possible. I barely made it to the final castle on day 79. It was really tough, whew. In the Necropolis castle, I had been gathering forces with an increased rate for several weeks. For the final battle, I used my main troops. I won without much trouble. It would have been even easier if there were common "light" spells on the map. This is the second time I've played, and the second time there are no light spells in any of the castles. It's like a conspiracy.

So, it's definitely not worth changing the troops.

I would say this: You have proven that even after doubling the growth rate, it is still possible to win with demons. It should be even easier to win the battle with the Necropolis: since the player has two castles and two dwellings, which together are like one basic growth rate (even a little more), you can accumulate an army of 5 against 4 and already gain an advantage in troops. I designed "Cerberus Island" as a map for a quick game, but with the possibility of winning with a slower playthrough. When I played on "Hero" difficulty, I managed to win before the doubling, but Samdira defeated the Necropolis because he lost many demons against Ravenna and Lucretia. In the stream, a stronger player played the scenario, and the final battle was also played with a Necropolis army. In general, I wanted both options to be possible and to be able to choose how to play, but I thought that this choice was only possible with a quick playthrough. So, I am very happy with the results of your experiment; the balance is even better than I thought. Thank you very much for playing the map again! It turns out that despite
13ga
everything being very organized, it's as if the player is sent on a train, and there is no room for any improvisation; replaying is not interesting.
there is still an interest in playing again. I also want to add (I didn't write this last time) that yes, there is some predictability in the generation of neutrals and the behavior of opponents, but in my opinion, if you replay it for speed, it's actually better in some ways: it's easier to plan several days ahead, using the experience from the previous playthrough.
In reply to Magnificent
1 year ago
Auto-translated
Magnificent
It should be even easier to win with the Undead: since the player has two dwellings in addition to the two castles, which together act as one basic resource increase (even a little more), you can accumulate an army of 5 against 4 and already gain an advantage in troops. I envisioned "Cerberus Island" as a map for a quick game, but with the possibility of winning even with a slower approach.

In my opinion, it's very debatable that it's easier to win with the Undead. It's more predictable and simpler for a player who doesn't want to delve into the intricacies of combat mechanics. While I was trying to prolong the game, I noticed that there are almost no diverse morale/luck boosts on the map. Meanwhile, morale is a very important element in a battle with the Undead. For high-initiative demon units, you can attack two or three times on morale before the Undead's second turn begins. Accordingly, the demon can easily defeat the Undead, even if it is outnumbered three to four times. Plus, there's the possibility of getting the Call of Urgash. Finally, a person plays as the demon, while a machine plays as the opponent, which gives even more chances to win. The difference in the number of armies can reach ten.Again, in my opinion, this map lacks the ability to "infinitely" upgrade the main hero. After capturing the Necropolis castle, there are no more events until the end. If the stream of opponents didn't end with just two Necromancers appearing, it would be better, more dynamic. The player would have a choice to play quickly or prolong the game and level up the hero. Currently, the map is only interesting for a speedrun.

In reply to 13га
User Avatar
1 year ago
Auto-translated
13ga

Again, in my opinion, this map lacks the ability to “infinitely” level up the main hero. After capturing the Necropolis, there are no more events until the end. If the stream of enemies didn't end with just two Necromancers appearing, it would be better, more dynamic. The player would have a choice: play quickly or take their time and level up the hero. Currently, the map is only interesting for a speedrun.

Here, the issue is that the map itself is small (size M, but it feels more like S) and encourages a quick Walkthrough. I calculated that the average Walkthrough duration would be two in-game months. On the island, all neutral creatures can be defeated within the first five weeks. The territory of Erish can be cleared in three weeks while the army is being gathered for the battle with Samdir. New enemies could be added, but the Gameplay would be quite strange: fighting someone on a completely cleared map and delaying the final battle, which isn't very difficult in itself. A slow Walkthrough is possible in the sense that there is no time limit, and you can accumulate an army for the final battle. But it doesn't seem logical, either in terms of the plot or the way the map is structured.
In reply to Yegoriy
User Avatar
1 year ago
Auto-translated
Yegoriy
I completed the map on veteran difficulty without any problems; I was lucky to get 2 demon heroes in the tavern, and I got machines early on. The only thing that bothered me was the 10 astral dragons in the final battle as a penalty for using Inferno troops, which, in my opinion, is quite insignificant.
Overall, I enjoyed the scenario. Thank you for the map!
For your information: you can influence the "luck" yourself at the start of the game if you don't like the heroes that appear in the tavern. You can also influence the game week, the number of starting troops for the heroes (+/- a couple of units), the starting artifact (when choosing an artifact), and the neutral units guarding resources and mines near the castle (when the map is first loaded). This is only possible if it is not rigidly scripted by the author. Just click "start a new game." This is a legitimate cheat because it's random.
1 year ago
Auto-translated
Maybe I'm just not playing very well; I started with the Barbarian. On day 5, Samdir, level 25, came to my castle with an army of 100 archers, 70 zombies, 40 specters, 30 vampires, and 18 ghosts. On day 5, I only have 60 imps, 45 demons, and 20 cerberuses, and my hero is level 4. How am I supposed to win? I don't understand. I'm afraid to imagine what's happening with the hero.
In reply to Farid55
User Avatar
1 year ago
Auto-translated
Farid55
Maybe I'm just not playing very well. I started as a Warrior. On day 5, Samdir, level 25, came to my castle with an army of 100 archers, 70 zombies, 40 specters, 30 vampires, and 18 ghosts. On day 5, I only have 60 imps, 45 demons, and 20 cerberuses, and my hero is level 4. How am I supposed to win? I don't understand at all. I'm afraid to imagine what's happening with the hero.
Thank you for playing my map! Unfortunately, the scripts aren't working for you. The first day starts with a dialogue, followed by two text messages, and there are two main quests and one secondary quest. On the second day, there's a dialogue, a message, and a new quest. On the third day, there are three messages and another quest. The fifth day also starts with a message. Did you see these dialogues and messages? https://www.youtube.com/watch?v=kVTQ3eL3loc - this is how the map should work (3:45 - first day, 15:20 - second day, 22:10 - third day, 28:05 - fifth day).
The game version should be 3.1; it won't work on version 3.0. Also, problems may be caused by mods or the influence of other maps.
User Avatar
1 year ago
Auto-translated
Well, I've finished the map. I left the final assault for New Year's. It seems like someone with talent for mapmaking has emerged. The author clearly favors the Demon Faction, with the placement of neutral creatures blocking passages and doubling the battles, etc. It's already recognizable. A good move (though I can't remember where I saw it before) is to give a Cerberus for each battle (small, but a nice bonus), and it would be good to play through the Path of War, but that's a dead end because the Grand Magus path is also a dead end – I've tested it. There are few dwellings and few upgrade options, so you need to grab them right away if the Oracle falls. This results in an Oracle, Machine, Attack, and Defense build, with a school of magic to choose from (forced to be Darkness and Summoning). I took a risk and initially invested in Chaos, as I had the Trident and Lightning spells, but the spellcasting became almost useless (the Prophet with his +2 bonus is just weak here). Then I dropped Chaos. I was pleasantly surprised by how well Grief worked at 100% on max Darkness (though I just got lucky). Getting a dog for each battle is like giving a Pavlov's dog food – for an RPG player who enjoys progress, it's like getting a bowl of slop for each battle. The storyline quests are simple, and frankly, who cares? They exist, and that's enough; we just fight. It's silly to expect something amazing from someone on their second map and at this stage. They're doing great already. Please record my post as an approval. I liked it (though it was easy). I don't like playing as the Undead anyway, and here the game itself encouraged me to use Demons for everything. And yes, Machines are a must-have at the beginning because you'll have a hard time at the Grand Magus. P.S. By the way, I agree with 13Ga on some points. I advise you to listen to his opinion. But once again, no one (in their right mind) is demanding or even wants a mapmaking level of a guru. Just listen and take it into account; we all know about your right – that's how I see it. You should already be thinking about a company… for the Demons. There are already two full-fledged parts; all that's left is to connect them.
In reply to Magnificent
1 year ago
Auto-translated
Magnificent
Thank you for playing my map! Unfortunately, the scripts don't seem to be working for you. The first day starts with a dialogue, followed by two text messages, and there are two main quests and one secondary quest. On the second day, there's a dialogue, a message, and a new quest. The third day consists of three messages and another quest. The fifth day also begins with a message. Did you see these dialogues and messages? https://www.youtube.com/watch?v=kVTQ3eL3loc - this shows how the map should work (3:45 - first day, 15:20 - second day, 22:10 - third day, 28:05 - fifth day).
The game version should be 3.1; it won't work on version 3.0. There might also be problems due to mods or the influence of other maps.
Yes, patch 3.1 somehow disappeared for me. I reinstalled everything, and now it's okay. I completed it as a Barbarian in 45 days; I need to replay it as a Knight; it seemed too easy as a Barbarian. The map is good and interesting.
In reply to raspisnoy
User Avatar
1 year ago
Auto-translated
raspisnoy
Well, here it is. I finished the map... I left the final assault for New Year's. It seems like someone with skill has appeared – someone who knows how to make maps. The author tends towards the Demon Faction, with the placement of neutrals blocking passages, doubling the battles, etc... it's already recognizable. A good move (I don't remember where I saw it before) is to give a Cerberus for each battle (small, but a nice thing), and it would be good to play through the Path of War, but that's a dead end because the Grand Magus path is a dead end – it's been tested. There are few dwellings, few upgrade locations, so you need to grab them right away if the Oracle falls. It turns out Oracle, Machine, Attack, Defense, and a school of your choice (forced to be Darkness and Summoning). I took a risk and initially invested in Chaos, as there was a Trident and Lightning, but the spell was almost useless (the Prophet with his +2 is just a loser here). Then I dropped Chaos. I was pleasantly surprised by how well Grief worked at max Darkness (well, I just got lucky). A dog per battle for an RPG player is like dog food for Pavlov's dog, who enjoys progress, getting a bowl of slop for each battle. The plot quests are simple, and who cares about them. They exist? Yes! And then we fight. It's silly to demand something from a person on the second map and at this stage. He's already great. Please record my post as an approval. I liked it (but it was easy...). I don't like the Undead anyway, and here the game itself told me to destroy everything with Demons. And yes, machines are a must-have at the beginning because you'll have a hard time at the beginning with the Grand Magus.
P.S. By the way... I agree with 13Ga on some points. I advise you to listen to the opinion. But once again, no one (in their right mind) demands/wants a level of work from a guru of mapmaking. Just listen and take into account, we all know about your right – that's how I see it. You should already think about a company... for the Demons... there are already two full-fledged parts a priori... all that's left is to connect them.
Thank you very much for the Walkthrough and detailed feedback! I agree with the choice of skills, and the education is a good idea. In general, the map is not difficult, so you can play normally with different skills here. And I try to listen to the comments, they are very useful.
I'm not planning to make a campaign yet, because I think it requires more experience in creating scenarios. Also, when creating campaigns, there are more requirements for the development of characters and the plot, that is, writing skills are needed, and not just the ability to work with the editor. But I will continue to make maps, such feedback is very motivating!
Farid55
For some reason, patch 3.1 crashed on me. I reinstalled everything, and it's okay now. I played as a Warrior in 45 days, I need to replay as a Hero, it seemed too easy as a Warrior. The map is good, interesting.
Thank you for your comment! Good to know that the script problem was resolved. And I'm glad you liked the map.
User Avatar
1 year ago
Auto-translated
As a fan of the Inferno faction, I'm interested in trying out this scenario. Today, I'll try playing Heroes, and I'll write my impressions this evening/tomorrow. Due to my monotonous work, it's hard to find time even for a simple walk outside.
In reply to kilverstu
User Avatar
1 year ago
Auto-translated
kilverstu
As a fan of the Inferno faction, I'm interested in trying out the scenario. Today, I'll try playing Heroes, and I'll write my impressions this evening/tomorrow. Due to my monotonous work, it's hard to find time even for a simple walk outside
It's best not to play it yet; I should be releasing a new version soon (there are no bugs, I'm just fixing the balance).
In reply to Magnificent
User Avatar
1 year ago
Auto-translated
Magnificent
For now, it's best not to play; I should release a new version soon (there are no bugs, I'm just fixing the balance).
Wouldn't it be helpful to hear the perspective of a somewhat experienced player? He could even suggest what might be lacking or, conversely, what might be excessive.
In reply to kilverstu
User Avatar
1 year ago
Auto-translated
kilverstu
Wouldn't it be great to hear the opinion of a more or less experienced player? They could even suggest what might be lacking or, conversely, what might be excessive.
So, it will be more interesting to hear opinions on the new version. I've already received comments about the shortcomings of the old version.

Added 7 minutes later
I've updated the map in the first post!
List of changes:
- Enemy heroes have been strengthened
- Samdir's secret ability is now stronger on Veteran and Hero difficulty levels
- The quest "collect 100 Cerberuses in a month" has been replaced with "collect 120 Cerberuses" (without a time limit)
- Giselbert's starting army has been increased on Recruit and Warrior difficulty levels

My impressions after testing:
1) Recruit remains very easy (and that's a good thing).
2) Warrior used to be almost as easy as Recruit. In the new version, it's become more interesting to play, but it's still quite easy.
3) Veteran remains largely unchanged.
4) On Hero difficulty, some battles have become more difficult for me; I don't know what other players will say.

Once again, a huge thank you to everyone who played the original version of the map and left comments!

Statistics

Welcome our newest member: recijeb