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.
Posts from Rock of Grimheim
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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
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.
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.
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
)
Are there any tips on how to get past them, and how many more attacks are there after this one?
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.