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After completing this map, I can say that it has taken the best moments from the three previous maps: here you have both territorial skirmishes from "A Price to Pay" and the constant pressure from enemies from "The Path of the Necromancer," and the desired pace from "Dark Realms," but that's not all! The implementation of the Hell Forge is excellent; the unit upgrades differ significantly from each other, which gives you a wide choice of strategies. The old race has also not been overlooked: the quest with Nosferatu is good, especially its final part, and other minor quests also add variety to the gameplay.
The scenario will not let you get bored, not only with its plot (which is quite extensive here), but also with its difficulty, because some battles will make you sweat even more than in "Dark Realms." A good scenario, thank you Astrall for another magnificent map! (I can't believe I completed it)
Thank you for the Walkthrough.
Yes, the final part of the quest with Nosferatu is very good; I am also delighted with it
AstralLein Thanks for the quick response. And P.S., in my opinion, Giant Slayer, with its presence in the first row, doesn't interrupt Magic Dampening. They'll go down quickly... if they make it... I was guided by the principle of "hide.")) Is it really possible to collect the Dragon Set? The question arose because I haven't encountered any tents yet, and the trading guild in the Dungeon castle is blocked.
Всегда играю на Г.
AstralLein
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Flamethrowers attack without a magical attack, just like a regular archer.
Flamethrowers attack without a magic attack, just like a regular archer.
No, there isn't a full set of Draconian items on the map.
Exactly! I missed that there's no magic attack! ((( And I'm really disappointed about the set. I collected 4 pieces. I got carried away. I've been playing for two days now. I like it.
Всегда играю на Г.
BlueHeavenHero
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AstralLein
Title: "Rock of Grimheim" Map name: "Fate of Grimheim" Map type: scenario Size: 176x176 (large) Dungeon: yes Number of players: 6 Main heroes: Khornac, Giovanni Map version: 1.0 Required: game version 3.1 Map author: AstralLein Idea author: AstralLein Last update: 01/15/2025 Prequel:"Dark Sides" Forbidden spells: vampirism, armageddon, astral gate, evasion Difficulty:high Description: By order of Elyssa, the Holy Unicorn Empire is attacking Grimheim. Its ambitious warlords crave glory and recognition. For them, they are ready to bring the dwarves to their knees. However, King Valentine and his allies are holding back the enemy's onslaught. Perhaps, the great Andrias will have to take the course of the war into his own hands. But not everyone is ready to accept the angels' plan. In long-forgotten dungeons, another force is preparing to change the fate of Grimheim.
From the author: Many players are returning, and the story of "Dark Sides" continues! Before you is a story-driven scenario for a new faction based on Inferno, for the Hell Forge, developed by fktifzobr@mail.ru and improved in terms of balance by me. Try your hand at being the supreme priest of the Chaos dwarves, who have not only the power of the infernal gates but also powerful magic at their disposal. As always, unusual moments and additional quests await you around every corner. Including new units, objects, and artifacts. The scenario consists of several stages, each of which will try to test your strength. And to make it even more fun, you will have to fight on two fronts, because in addition to the new faction, you will also control one old faction. But not only are the enemies strong, but so are you! All the possibilities for creating powerful heroes are available on this map. So go ahead and fight for the glory of Urgash!
The new Hell Forge faction combines the gates and high attack of Inferno with the good magical characteristics of the dwarves. The wheel remains unchanged, but you will have to play with an emphasis on magic. The Chaos dwarves' troops have very powerful abilities and a wide range of tactical possibilities.
The map is a pure mod! Install only on a clean version of the game! It conflicts with most other maps-mods, especially with my other maps!
Installation and removal: the map comes with a modified RTF mod pack and music. To install, simply unzip the downloaded file into the game folder. To remove, you need to remove not only the map but also the RTF_Inferno_V2 file from the data folder. The music itself does not replace anything, and you can leave it. It should also be noted that the map will not run without the mod, and the mod itself is different from the one in the usual RTF, which can be downloaded here.
Versions
v0.1 alpha — The first and unsuccessful version of the map (thoroughly tested by comrade Gerter) v0.2 beta — Improved version of the map (thoroughly tested by comrade Gerter) v1.0 — Balance fixes — Script and bug fixes — Several new scripts
I thank comrade Gerter for his help with particularly difficult scripts; fktifzobr@mail.ru, Zakhar, Roman RRR, Hannik, and the NCF, NHF, and NAF modding teams for the models and icons used; and once again, Gerter for testing the first versions of the map, as well as many mapmakers and modders whose works I drew inspiration from .
Yeah... these proactive and heavily armored Archangels on an endorphin rush really got on my nerves). I'm surprised they haven't come up with a way to give them Divine Vengeance yet . Especially in the map editor, where there are several packs of them with their Storm Strike and immunity to mind control (and I didn't even have Berserk or a Wall of Swords). The whole point is that you can't lose the elementals in my playthrough – you can't resurrect the dummies. I think only summoning from the Dungeon can counter them, and you need to place the summoned creatures and phantoms without them touching each other. I replayed it about twenty times to do it without losses – it helped that Grief triggered three times in a row on the last pack. Don't do that again, or give me two Rings of Speed, no, three would be better .
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AstralLein
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I think two identical rings don't stack.
Considering that the mapmaker is at the very end... does that mean you finished the map?
Considering that the Cartographer is at the very end... does that mean you completed the map?
It was a joke). And yes... I completed it. It was really tough. I fought until I was exhausted... now I'm going to play Warhammer 40,000: Rogue Trader to relax. There's no need to add anything about what I liked or didn't like. As I said above, this is the scenario of the year! No more, no less. Just a fact! I'll say one thing: I read all the initial tutorial tips on how to upgrade in the game and then forgot them. I still built my own build as I saw fit and didn't make a mistake (screenshot). I invested everything in defense because I decided that the skill would be unnecessary in my build (although this is not canon if you play as a mage). I would never choose this faction (if it were in the main game). These gnomish demons are just not balanced. If there were ordinary gnomes on runes, I think the G. Walkthrough wouldn't be so difficult. But I was very interested in winning with an unusual faction. It was very annoying that I was kept in the dungeon for so long (I like rushing, so I was worried that everyone upstairs would become too powerful without me ). When I reached the mentor, it was too late to change anything, and it wasn't necessary. I defeated the mentor just for fun and just in case. The two most difficult packs of neutrals guarded the B. Enlightenment and the Cartographer. The neutrals are difficult because I played without losses, unlike battles with opponents, where losing is acceptable. I killed everything possible on the map.)) I love battles, but I'm not very strong in lore, so I don't have much to say about the story. Now that I know all the pitfalls and tricks, I will definitely replay it later in a different way, through Chaos. Thank you for the game. It gave me a lot of pleasure! Good luck!
I played for two weeks and then quit – I got bored. The new creatures are very annoying: you don't know what to expect from them, and it's hard to figure out how to build a battle strategy and, even more so, how to develop the castle. It's unclear why they had to change the classics. Also, the author's imposed hero summoning magic is frustrating: why does a goat need an accordion, after all? It needs chaos. There are other complaints as well (for example, why is there a plague in the third week, or why does the Necromancer get to level 10 right away, while the main character is still at a lower level). In general, this map made me feel irritated and I didn't like it. It's a shame that a talented author chose to focus on "frivolous" things instead of tactics and strategy. However, that's the author's prerogative. All the best.
It was a joke). And yes... I finished it. It was really tough. I fought until I was exhausted... now I'm going to play Warhammer 40,000: Rogue Trader to relax. There's no need to add anything about what I like/dislike. As I mentioned above, this is the scenario of the year! No more, no less. Just a fact! I'll say one thing: I read and promptly forgot all the initial tutorial in the form of tips on upgrading in the game. I still built my build as I saw fit and didn't make a mistake (screenshot). I invested everything in defense, as I decided that the skill would be unnecessary in my build (although this is not canon if you play as a mage). I would never choose this Faction (if it were in the main game). These gnomish demons are just not balanced. If there were ordinary gnomes on runes, I think the Walkthrough wouldn't be so difficult. But I was very interested in winning with an unusual Faction. It was very annoying that I was kept in the dungeon for so long (I love rushing, so I was worried that everyone would level up without me). When I reached the mentor, it was already too late to change anything, and it wasn't necessary. I defeated the mentor just for fun and just in case. The two most difficult packs of neutrals guarded the B. of Enlightenment and the Cartographer. The neutrals are difficult because I played without losses, unlike battles with opponents, where losing is acceptable. I killed everything possible on the map.)) I love battles, but I'm not very strong in lore, so I don't have much to say about the history. Now that I know all the pitfalls and tricks, I will definitely replay it later in a different way, through Chaos. Thank you for the game. It gave me a lot of pleasure! Good luck!
Thank you for the Walkthrough. Yes, the balance of the new Faction will still be adjusted. Although there won't be any major changes. Just in case, I'll remind you that the map and the Faction were created by different people, which creates some difficulties. To be honest, the new Faction is the biggest problem with the map. It is quite specific according to the original author's idea, and I also need to fit within my own difficulty limits. But we will continue to work on this.
I wanted to save the tutorial somewhere so that I could view it at any time... but I haven't figured out where and how yet. For the most part, it describes the simplest strategy for the start.
The Giganteans have an obscure weakness to one high-level spell that is NOT of the Darkness school.
I'm glad you liked the map.)
Added 5 minutes ago Antik
I played for two weeks and quit - I got bored. The new creatures are very annoying: you don't know what to expect from them and how to build a battle tactic and, moreover, how to develop the castle. Why was it necessary to change the classics, it is not clear. In addition, it is depressing that the author imposes the hero summoning magic: why does a goat need an accordion, after all, it needs Chaos. There are other complaints (for example, the plague in the third week, or why the Necromancer immediately gets level 10, while the main character is still lower). In general, the map caused me irritation and rejection. It's a pity that a talented author went down the path of developing "frills" instead of tactics and strategy. However, this is the author's right. All the best.
The community traditionally divides into those who appreciate new content and those who don't. Unfortunately, I belong to the former. Besides, I am very glad to use materials from the RTF and NCF mods. This way, more people will see them in action, and they won't just gather dust in the workshops of Zobyr or other authors.
So, this is a quite ordinary story. And all the best to you.
Played and played. Reached the surface, found the mentor. Well, what can I say? I'm playing as a hero. It's tough. Very tough. And it takes a long time. The neutral armies are incredibly large. I have to replay battles. I gathered a more or less decent army, got tired of fighting every small squad. Why do they ALWAYS attack? At one point, I gave up and turned on auto-battle. Giovanni's development immediately went downhill. Skills that are completely useless. But not Dark Magic! I spent a huge amount of time developing a vampire. Because the advisor said that it's hard for one of them there, use her too. And in the end, both necromancers are underdeveloped, and she was removed from the game. How is that possible! On the plus side, it's interesting to play with the new faction. The story is interesting. There's not enough money. That's how it is for now.
AstralLein
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It would be strange if my map turned out to be too easy.
The armies on the surface are fixed. This is partly to protect against the AI, so it doesn't destroy everything while waiting for the player to reach the surface. It's also a good source of experience for leveling up both heroes.
Well, at least someone is struggling with Giovanni... usually, I hear that the brave vampire angel-savior, Corenak, is the one causing problems. Although, during testing, it was the opposite.
Whether to give Lucra or not... everyone decides for themselves. But in general, the idea of trading her in the quest came about because it was impossible to script a return to the tavern after death. That is, she dies permanently if she loses a battle in any way.
Good luck to you! By the way, the side quest with the mines can help solve the money problem.
The armies on the surface are fixed. This is partly also a protection against the AI, so that it doesn't destroy everything while waiting for the player to reach the surface. And partly, it's a good source of experience for leveling up both heroes.
Well, at least someone is struggling with Giovanni... usually I hear that the brave vampire angel-savior Corenek) Although in the tests, it was exactly the opposite.
Whether to give Lucra or not... everyone decides for themselves. But in general, the idea of trading her in the quest appeared because it was impossible to implement a return to the tavern after death. That is, she dies permanently if she loses a battle in any way.
Good luck to you) By the way, the side quest with the mines can help solve the money problem.
Ah, so that's how it is... I'll start playing it again on Friday evening. It's very interesting, especially now that I know the Necropolis will appear. It's a very interesting map, really!