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Posts from Rock of Grimheim

5.0 (4 ratings)

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AstralLein
In reply to Antik
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#33
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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, let alone develop the castle. It's unclear why the classics had to be changed. In addition, the author's imposed hero summoning magic is depressing: why does a goat need an accordion, after all? It needs chaos. There are other complaints (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, the map made me feel irritated and I didn't like it. It's a pity that a talented author went down the path of developing "frivolous things" instead of tactics and strategy. However, that's the author's right. All the best.
New creatures are very interesting and good! This is a huge amount of work by people... I'll help with advice – if you see something that isn't classic, run away... and don't write nonsense.
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#34
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UPDATE!

v1.1 (01/22/2025)
— Reworked the development of the turquoise player.
— Fixed a minor bug that allowed activating a script at the end of the game that prevented approaching Tor-Hral.
— Slightly reduced the HP and damage of Celestial Warriors.
— For Legionnaires, "Magnetism" has been replaced with "Enchanted Armor," and immunity to mind control has been removed, as it is included in this ability.
— Strengthened Axel's build.
— Weakened the guard of the Relic of Light.
— Some minor text corrections.
— Increased the chance for heroes from the Hell Forge to gain the defense skill, but the game mechanics require sacrifices, so the low chance of gaining the Light Magic skill has been removed.
— Added descriptions with hints for all units of the Hell Forge, explaining their purpose.
Strengthening of Hell Forge units. After this, I will no longer accept the claim that they are weak. Simple arithmetic speaks for itself:
— Incinerators: +2 HP. Immolators: +2 HP and +1 damage. Flame Throwers: +1 HP.
— Chaos Priests and Ash Lords: +1 to minimum damage.
— Strengthening of Possessed: Increased value and experience gained from them. Common Possessed and Forsaken: +5 HP. Greater Possessed: +5 HP and replaced the "Destruction" ability with the "Shield Wall" ability.
— Flame Incarnates: Added "Magma Shield." Flame Lords: Removed "Magma Shield," added the "Enchanted Armor" ability.

THE LINK REMAINS THE SAME
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
In reply to AstralLein
#35
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I don't understand how to add music to the game. I extracted the files into a folder and then manually placed them into the appropriate folders (battle themes, tavern themes, town themes, etc.), but in the game, only the Inferno background theme plays in the town. Nothing plays during battles, and after a victory, there's silence. Thank you in advance for your help.
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#36
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You’ve overcomplicated things. Simply place the contents of the map’s music folder into the game’s music folder. It searches for files specifically along that path, i.e., in the RTF folder. The original music files are not replaced.
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
In reply to sinGL
#37
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sinGL
I don't understand how to add music to the game. I extracted the files into a folder and then manually placed them into the appropriate folders (battle themes, tavern themes, town themes, etc.), but in the game, only the Inferno background theme plays in the town. Nothing plays during battles, and after a victory, there's silence. Thank you in advance for your help.
For those who have the same problem: (game's music folder - RTF - forge - music files).
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#38
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The archive will be re-uploaded. Magnetism doesn't work as well as one might expect.

Added 16 minutes later
The archive has been re-uploaded.

— For the Legionnaires, "Magnetism" has been replaced with "Enchanted Armor," and immunity to mind control has been removed, as it is included in this ability. The same applies to the Flame Lords.

Note for mapmakers: caution should be exercised when using the abilities of the obsidian golem.
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
#39
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Damn, I have to start all over again. Well, let's begin...
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#40
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The pace on this map is all about achieving victory. You just need to get used to the new faction. With regeneration from the Chaos Titans and a couple of Ignifers (with their phantom ability), you can clear out the entire dungeon without any losses!!!
I completed it on Veteran difficulty in 6-2-2 turns. I received the Shaman badge. I didn't visit one of the prophets, and I decided not to engage the Unknown either. I kept the staff for myself because the reward, like almost all the troops, wasn't needed. I didn't even take Chaos. Darkness and Summoning, two types of troops, and victory.

Thank you to the author for their work! I enjoyed the map. It's very atmospheric. You won't get bored.
Something new is always interesting )
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#42
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The Summoning magic spells are a great help to everyone. The Wall of Swords and Phoenix make life much easier. After all, if you're not playing as Chaos, you don't even need to build fire enhancements. I saved resources to build level 7 creatures faster, rather than magic schools as required by the quest. Knowing the map, I tried to reach the top as quickly as possible, fulfilling the necessary conditions... On the surface, I also encountered the Imperials at a fast pace, not in cities in defense, but in the field near their garrisons! Then there's time to collect enhancements, Temples, and Mentors if needed... I even managed to switch defense zones with the Necromancer to collect all the spells and enhancements for both. The priority was on defense! When the Imperials brought green troops into battle, I had to use the third type of "possessed" creatures. Luckily, I had a lot of them. I used the Elven Castle army against their Leader once, but the rest of the troops were in reserve... For the Necromancer, only ghosts and vampires decided the battles, and of course, Nosferatu. Only for the last battle did I go back to the Castle and deploy everyone, including the dragons... Good luck and patience to everyone in completing the game!!!
#43
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Is the "Stranger" character necessary on the map, or is it not required to kill him?
#45
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I managed to survive 3 or 4 attacks from the Imperials without any losses. I stopped at Jessica and Godric. The new Angels they have are incredibly powerful. I didn't have time to cast any spells; the Angel hero already wiped out my entire army. 50 Angels killed all 680 of my vampires in one hit. Subordination doesn't work on them, Berserk is countered by Vampirism, they reach me in two turns, and with high morale, they move even faster than my troops, even though I have a staff and a ring of speed. I have no idea how to beat them. I can't stop them with summons either.
Are there any tips on how to get past them, and how many more attacks are there after this one?
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#46
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This is the second-to-last wave. They are usually defeated by using the "Summon" skill, but I suspect that the random behavior, initiative, and morale can be very favorable to the AI and not at all favorable to the player. As for Giovanni... you could try blinding the celestial warriors with vampires. Of course, this is only possible if they don't have vampire immunity from the enemy hero. If my memory serves me correctly, the hero with darkness goes on one side.
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
In reply to AstralLein
#47
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AstralLein
This is the second-to-last wave. They are usually defeated with Summoning, but I suspect that the randomness of behavior, initiative, and morale can be very favorable to the AI and not at all favorable to the player. As for Giovanni... you can try blinding the celestial warriors with vampires. Of course, provided that they don't have vampirism from the opponent's hero. If I remember correctly, the hero with darkness goes there on one side.
I killed Jessica on the 150th attempt (probably a combination of 100 factors of luck made it possible), and I even managed to get a resurrection so that it would be without losses. Godric turned out to be even tougher. After about 100 attempts, I found the right strategy to defeat him, but even then, it didn't quite work out. I lost all the archers from the second and third stacks, and it's unclear how to repel the next attack, which will probably be even tougher, without archers.

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