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Posts from Awakening of Evil Auto-translated

4.6 (11 ratings)

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MasteR
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#641
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The update is great; with the new travel spell and the adaptation of troops to the hero's army, the game has become much more enjoyable.

In the second mission, during one of the dialogue scenes with Sabboth (when the protagonist approaches the portal to exit the Outcast lands), Sigrif freezes in a T-pose. I'll replay the mission a few more times; maybe I'll find something else besides typos.

And now I'm stuck on the optional succubus quest in the third mission. I've approached the dolmens in different orders, but the dragons still don't spawn. The lights around the Temple are arranged around it, not in a linear order, so the hint doesn't help. I even looked at the lines about this quest in the mission code; approaching the dolmens from different points didn't work (I used the coordinates as a guide). Also, the dolmen lights don't disappear after they're activated, and both lights on the two lower dolmens are green.

Therefore, I would like to clarify whether it is possible to complete this quest if the first activation attempt fails
In reply to PODstail
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#642
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PODstail
The update is great; with the new travel spell and troop adaptation, playing as a hero's army has become much more enjoyable.

In the second mission, during one of the dialogue scenes with Dabbot (when the player character approaches the portal to exit the Outcast lands), Sigrif freezes in a T-pose. I'll replay the mission a few times; maybe I'll find something else besides typos.

And now I'm stuck on the optional succubus quest in the third mission. I approached the dolmens in different orders, but the dragons still don't spawn. The lights around the Temple are arranged around it, not in a linear order, so the hint doesn't help. I even looked at the lines about this quest in the mission code; approaching the dolmens from different points didn't work (I was guided by the coordinates). Also, the dolmen lights don't disappear after they are activated, and both lights on the two lower dolmens are green.
Therefore, I would like to clarify whether it is possible to complete this quest now if the first activation attempt failed?
Regarding the dialogue in the second mission, I removed incompatible animations from it, but I apparently missed something; I'll check.

Regarding the third mission, I tested this place many times; it's interesting how I managed to achieve the effect where two dolmens have the same color. If you have a save before this, it's best to load it and try again. If you don't have a save, stand on the marker in the center and try to activate them in the correct order again (top left - bottom right - top right - bottom left). If that doesn't work, it's not a big deal; the quest doesn't significantly affect the Walkthrough.

Added 1 minute ago
The lights in the Temple correspond to the position of the dolmens and the colors that should light up around them.

Added 31 minutes ago
PODstail
In the second mission, during one of the dialogue scenes with Sabbot (when the player character approaches the portal to exit the Outcast lands), Sigrif freezes in a T-pose. I'll replay the mission a few times; maybe I'll find something else besides typos.

And now I'm stuck on the optional succubus quest in the third mission. I approached the dolmens in different orders, but the dragons still don't spawn. The lights around the Temple are arranged around it, not in a linear order, so the hint doesn't help.
Oh, no, I found the bug. Thanks for the tip. I re-uploaded the archive with a fix for these two bugs. In the current state, it will not be possible to complete the quest.
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#643
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Played the first mission on the new version, and it's definitely faster now.
Swiftfoot is an imbalanced unit, of course. It only takes a few basic units and a ritual to guarantee double moves every turn. The only thing that should be done is to make the ability go into a DISABLED state after two uses per day, so you can't use it three times (because mana is still deducted even if no moves are granted).
The new special ability is also very strong, both in terms of being able to overlap and block ranged units with air units at the beginning, and in the late game: the number of elementals scales well, and these stacks become very powerful. The previous special ability was rarely used, but the new one makes early and mid-game breakthroughs very easy; I think the elemental gain from level should be lower.

Regarding the playthrough itself - I took the brown boots, and I got lucky with the starting units. After struggling a bit, I killed the liches at the workshop and the ghosts, bought the units, and killed all the starting underground units without any losses. In the dolmens, I got Darkness (Dispel in the very first T3 shrine, Slow in the very first T1 on the surface). This was the setup when I emerged on the surface.

leveling


After that, I defeated everything without losses, got Light with Wind, and took Path of War by default. I mentored the units into Image. I reached the center even before the second scout emerged (although I could have done it faster if I had abused Swiftfoot more). The armies in the underground were quite strong, but I cut them all down with Furies under a Vampire without any major problems.

[spoiler=battles in the underground]




[/spoiler]

Final timing - 2 weeks, 4 months; 0 creature losses during the mission.

final


The only drawback I can mention is that the starting bonus no longer makes sense, because you get both pairs of boots right at the beginning of the playthrough (or was it just random luck?)
Нет войне.
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#644
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Gerter
The only thing that would be good to do is to make the ability go into a DISABLED state after two uses per day, so that it can't be used a third time (because in that case, mana is still deducted, even if no movement is granted).

Yes, I thought about this problem, but I didn't find a solution. While playing, I sometimes forgot and cast it three times, but it was never critical; the mana reserve allowed it at that point.
Gerter

I reached the center even before the second scout appeared.

It even turned out faster than mine. I entered the underground right at the moment the second one appeared.
Gerter

The only drawback I can note is that the starting bonus no longer makes sense, because you get both pairs of boots right at the beginning of the game (or did it just roll that way randomly?).

The boots are fixed. This was done in the previous update (because at that time, there was no Speedster yet, and I understood that regardless of the chosen bonus, the player needed to have the opportunity to have both types of boots). In this update, the need for boots has already disappeared, but I still decided to leave them (you can give one to a secondary hero so that they can move faster). Along with this, I halved the third bonus (previously, 20 Furies were given, now 10).

Added 1 hour 33 minutes ago
Gerter
The only thing that would be good to do is to make the ability go into a DISABLED state after two uses per day, so that it can't be used a third time (because in that case, mana is still deducted, even if no movement is granted).

I understand what was meant by the state. Yes, there is a solution here, and it is quite simple. I will release this mod with fixes for other bugs, if any.
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#645
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The strength of the special ability does not change when the hero's level is reduced. At the beginning of the second game, the level was reset from 35 to 10, but the number of elements remained the same as at level 35. It seems that the global variable is not updated when the level is reduced.
Нет войне.
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#646
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Gerter
The power of the special ability does not change when the hero's level is reduced. At the beginning of the second game, I reset from level 35 to 10, and the number of elements remained the same as at level 35. Probably, a global variable is not updated when the level is reduced.

Yes, the trigger for level reduction is not working. It should update the next day. If it doesn't update, then it's a bug, and I will check it.
In reply to MasteR
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#647
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MasteR

Yes, the trigger for reducing the level doesn't work. It should update the next day. If it doesn't update, then it's a bug, and I'll check it.
It updates normally when the level is increased. So, it's probably just a minor exploit where the level preserves the number of mana after the knowledge is reduced; it probably doesn't need to be fixed.
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#648
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Good day, I registered specifically to thank the Master for the "Awakening of Evil" and "Invasion from the Underworld" campaigns. I have never played more interesting, challenging, and well-developed campaigns, and I have only a couple of questions after completing them: in the depths of Shio, where can I find the Unicorn Bow, and on the Dark Messiah map, does the Dark Star exist, and what does it do? I noticed many bugs and lags that were discussed in this thread, but I won't complain because I came here to praise the person. In general, thank you again for the campaigns!
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#649
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Zerat55556
Good day, I specifically registered to thank the Master for the "Awakening of Evil" and "Invasion from the Underworld" Campaigns. I have never played more interesting, challenging, and well-developed Campaigns, and I only have a couple of questions about the Walkthrough: in the depths of Shio, where can I find the Unicorn Bow, and on the Dark Messiah map, does the Dark Star exist, and what does it do? I noticed many bugs and lags that were discussed in this thread, but I won't complain because I came here to praise the person. In general, thank you again for the Campaigns!
Thank you, such feedback always motivates me)
I am actively fighting the bugs, and in the latest update, I seem to have fixed them all)

Regarding the bow - near the succubi, there is a Temple of Fiery Depths and four dolmens. If you activate these dolmens in the correct order and then stand on the marker in the center, dragons will appear, guarding the bow. There is a hint on the temple about how the dolmens should be activated.

Regarding the star - are you talking about the fifth mission? Yes, it exists; you can get it by taking a quest from the prophet and completing a chain of three secondary quests (after receiving the quest from the prophet, approach one of the witch's huts; she will give you her quest, and as a reward for completing it, she will give you a clue to find the star, etc.). As a reward, you will get increased stats for all heroes, a 20% increase in the army for everyone, a valuable artifact, and the opportunity to complete a quest to clear the passage to the treasure chamber.
Кампании для Heroes V 3.1 (Трилогия):

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


Одиночные сценарии Heroes V 3.1:


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In reply to MasteR
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#650
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By the way, I wanted to ask if there will be any reworking of the "Invasion from the Underworld" campaign? Regardless of the previous versions, it would be convenient if each version was preserved and could be downloaded.
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#651
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Zerat55556
By the way, I wanted to ask if there will be any rework of the "Invasion from the Underworld" campaign? Regardless of the previous versions, it would be convenient if each version was preserved and could be downloaded.
Work on "Invasion from the Underworld" is underway, yes, mainly focusing on balancing, dialogues, visuals, and bug fixes. I plan to release an update within 10-15 days, but there won't be any revolutionary changes. As for the third campaign, I don't see the need to adjust the balance yet; there will be minimal changes.
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#652
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I played through the second scenario. It became 2-2.5 times faster, which is great.

The reset before the labyrinth finally doesn't reduce stats to zero; now, in my opinion, they are, on the contrary, too high for this stage of the game. The labyrinth itself is still the worst part of the mission.

reset


The gameplay is standard: we rush for the +20 initiative ring and the Staff of the Underworld + cloak (thankfully, the guard size is now reasonable), we reach the mentor, and by the end of the second week, we already have a complete build to destroy the entire map.

build


By the end of the third month, I already had 75 Orc reputation and could have finished the game, but I decided to level up a bit more, and I didn't regret it.
Against the backdrop of rather easy neutral creatures, the battles with the warlords are quite difficult, given the almost complete lack of high-level Dark magic spells and a relatively small army at this stage. I mentored the leader in Summoning and mainly won with phantoms (I especially enjoyed the cyclops phantoms in the battle with Laslo).
I reached 100 Orc reputation, and the final stage of the map turned into a total destruction of everything with phantom-powered phoenixes – Grog was defeated without a chance on the first try; I basically took my hands off the keyboard.

[spoiler=Final setup]
[/spoiler]

Among the errors/inaccuracies I noticed:
- It is impossible to join a stack of units before the siege of the human castle – it is blocked by the corpses of human units.
- In the information about the bonuses for 100 reputation, it says that, in addition to stats, phoenixes and level, they should give 2k mana – this does not happen (although it doesn't change anything).
- The druid to the right of the human city has one name for the unit, but a different name in the dialogue.
- Gabriel says that he will give the key to the treasury at 65 reputation, but in fact, he gives it at 70, judging by everything.

Overall, everything works well, there are no bugs in the quests, at least if you follow the Orc storyline completely.
Нет войне.
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#653
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Gerter
I played through the second scenario. It became 2-2.5 times faster, which is great.

Here are some of the errors/inaccuracies I noticed:
- It's impossible to join a stack of units before the siege of the human castle – it's blocked by the corpses of the ogre units.
- The information about the bonuses for 100 reputation says that, in addition to stats and phoenixes, it should also give 2k mana – this doesn't happen (although it doesn't change anything).
- The druid to the right of the human city has a unit with one name, but a different name in the dialogue.
- Gabriel says that he will give the key to the treasury at 65 reputation, but in reality, he gives it at 70, it seems.

Overall, everything works well, there are no bugs in the quests, at least if you follow the orc storyline completely.

Thank you for the information, I will take it into account.
Overall, the labyrinth is a tedious but not mandatory part; you can jump into the portal. But there, your stats will be reduced to a minimum. Too many stats remained after the trap.
Were you able to complete the quest to kill the sentinels on the first try?
If there were no phoenixes in the battle with the demon, how much more difficult would it be?

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
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In reply to MasteR
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#654
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MasteR


Thanks for the information, I'll keep it in mind.
Overall, the labyrinth is a tedious but not mandatory part; you can jump into the portal. But there, your stats will be reduced to a minimum. There were too many stats left after the trap.
Did you manage to complete the quest to kill the sentinels on the first try?
If there were no phoenixes in the battle with the demon, how much more difficult would it be?


With the sentinels, to be honest, it wasn't initially clear what to do, but during one of the dialogues in the guild, everything became clear. I chose assassins as the killers, and they managed to do it on the first try.
Without phoenixes, the difficulty of the final battle would depend heavily on how much of the army you managed to save after the warlords. With a full set of orcish units, I think it would be possible to win. I clearly lost to Laslo in the battle with the orcs; without phoenixes, I probably wouldn't have made it. After all, the ban on almost all control spells, including the hive, severely limits the range of possibilities in battles with such large armies.

Speaking of stat resets. After transitioning to the third stage and skipping a turn, the stats are as follows; I think it's still too much.

stats
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#655
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Gerter

To be honest, at first, it wasn't clear what to do with the sentinels, but everything became clear during one of the dialogues in the guild. I chose assassins as the killers, and they managed it on the first try.
Without phoenixes, the difficulty of the final battle would greatly depend on how many troops were left after the battles with the warlords; I think with a full set of orcish units, it would be possible to win. I clearly lost to Laslo in the battle with the orcs; without phoenixes, I probably wouldn't have made it. After all, banning almost all control spells, including the hive, severely limits the range of possibilities in battles with such large armies.

Speaking of stat resets. After transitioning to the third stage and skipping a turn, the stats remain like this; I think it's still an exaggeration.
stats
Yes, the stats are excessive. The lower threshold works correctly, but I will also set an upper threshold.
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