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Posts from Awakening of Evil

4.6 (11 ratings)
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1 year ago
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Won the third one; the mission became frankly easy. It was already being completed without any particular problems and without losses, and now, with all the additional advantages like a free staff at the very beginning, spell preservation, and an overpowered special ability, everything becomes even simpler. The reduction of transferable stats will only affect the speed of clearing the map. The neutrals remained the same; unlike the first two maps, annoying stacks like tens of thousands of Pit Fiends and Liches are still present, but the Demon castles seem to be designed for the old timings – the armies in them were simply useless. Among the advantages, I would note the improved technical part – all quests are completed correctly (in the old version, you could break everything in various ways), and the new mission timings – the final battle took place on the last day of the 6th week, which provides an almost 3 times faster pace. I killed the Devil without any particular problems, without using the power of the Dominion and the new zone with trees. [spoiler=Final setup] [/spoiler]
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In reply to Gerter
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1 year ago
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Gerter
Won the third one; the mission became frankly easy.
It was already being completed without any major problems and without losses, and now, with all the additional advantages like a free staff at the very beginning, spell saves, and an overpowered special ability, everything becomes even simpler. The reduction of transferable stats will only affect the speed of clearing the map. The neutrals remained the same; unlike the first two maps, annoying stacks like tens of thousands of Pit Fiends and Liches are still present, but the Demon castles seem to be designed for the old timings – the armies in them were simply useless.
Among the advantages, I would note the improved technical aspects – all quests are completed correctly (in the old version, it was possible to break everything in various ways), and the new mission timings – the final battle took place on the last day of the 6th week, which provides an almost 3 times faster pace. I killed the Devil without any particular problems, without using the power of the Dominion and the new zone with trees.
Final outcome

Thank you for the information; I will take it into account
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1 year ago
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Played the fourth one. Conceptually, it's still the most challenging mission in the campaign, but the changes also affected it. Nevertheless, its initial stage is still quite difficult, at least because the encounters are close to those in the original game, there isn't much experience to scale an overpowered specialist, and you have to adapt your build for quick battles with heroes, rather than simply grinding neutral creatures. There's still an exploit with movement from the library, but if before teleporting from the main hall took you to the start of the map, now it takes you to the point where the rune was taken, restoring all movement points in the process. The logic of the walkthrough is quite simple: on day 5, you take the Castle of the Dead, in the tavern, you get Iranna, and after 2 weeks, you have 92 Furies and 40 Griffins, which you use to storm the upper right castle. Thanks to the increased number of starting runes, you can get a total of 5 spells for this siege, which provides access to Wall and Magic Bolt. The leveling is standard: prioritize maxing out Chaos and transitioning to the bald hero, and on day 13, fight Vinrael in the castle. A very difficult battle, only the use of Dominion Strength and the AI's stupidity at the end allowed me to win, but it was worth it. By the way, it might be worth removing Strength from the spellbook after using it, since it's the only one.
Vinrael

Next, quickly rush the remaining cities, kill the only remaining strong Ilfina, from whom you get green boots and a +20 ring. At this point, the green player's game is essentially over.
Ilfina
Then, a complete clearing of the map and completion of quests, leveling a standard chaos hero: Ob-Charik-Chaos + starting log and attack skill. I fully collected the schools of Darkness and Chaos and half of Summoning, and towards the end, I switched the attack skill to Darkness. I didn't quite understand what was going on with the reinforcements; it seems that at the beginning of the map, there was information about the arrival of humans in a month and a half, but in reality, somewhere around the 7th week, a message appeared with clearly old timings.
Reinforcements
However, I couldn't find out the real timings, as I reached Faydaen on day 8 of the 8th week, which is when the final battle took place. The new way to bypass the gates is interesting, although not very obvious; I didn't immediately understand where to go. The battle is intense, but at this timing, the spells under the Druid's channel are quite enough to win with Chaos.
Final

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In reply to Gerter
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1 year ago
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Gerter
There is still an exploit with movement from the library, but if before teleporting from the main hall led to the start of the map, now it takes you to the point where the rune was taken, while restoring all movement points.
🤔
In reply to Rasvetribka
1 year ago
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Problem: In mission 1, I need to bring 4 Necromancer artifacts to the prophet. As I understand it, these are the Ring of Sinners, the Staff of the Underworld, the Necromancer's Amulet, and the Cloak of Deadly Shadow. But where is this cloak? I've searched the entire map, and because of it, I can't get to the second part of the map.
In reply to ррррррррррр
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1 year ago
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rrrrrrrrrr
Problem: In the first mission, I need to bring 4 Necromancer artifacts to the prophet. I understand these are the Ring of Sinners, Staff of the Underworld, Amulet of the Necromancer, and Cloak of Deadly Shadows. But where is this cloak??? I've searched the entire map, and because of it, I can't get to the second part of the map.
Here it is)

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In reply to MasteR
1 year ago
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Oh my god, thank you!!!
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1 year ago
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Finally finished the fifth one.
Structurally, it's very similar to the second one – very simple neutral creatures and extremely unpleasant final battles.

I completed all the quests in the underground in 2.5 months; perhaps the time limit for this part of the mission should be reduced.
I thought I could quickly rush the ending, but in the Celestial Gates, I was met by five Mutants with a ton of troops and absolutely insane resistance values. On top of that, a +20% HP week rolled, which made things very difficult for my Chaos heroes, Shadia and Railag. The most I could manage was 4 won battles, after which Sigrif had to fight with literally his starting weak army, which I couldn't quite pull off.
I spent a couple more weeks gathering additional troops from the map and discovered 2 bugs. First, the quests to burn down huts and clear out the utopia automatically fail when you go to the surface (the quest for the Tear also fails, even though it was already marked as completed). As a result, they cannot be completed, although all the scripted battles there work correctly.

Quests

Second, completing the prison quest gives you troops from the Order faction, not the League.

Prisons

With everything gathered and the armies redistributed, things became easier. Shadia handles Phantom Wolves and can ignore archers with her special ability. Ilaya is a very strong hero, but her opponent casts Vengeance constantly – you need to rush as quickly as possible. Tralsaya has a fairly easy battle; a very powerful hero emerged on Darkness. Railag is still weak; almost 60 skill points combined with Attack and Defense skills don't give Chaos any chance with such high resistance values, so I have to abuse passing the Tome of Darkness between battles. Sigrif also has a difficult opponent + I forgot to activate Urgash's Power, but overall it's okay.

[spoiler=Final battles]



[/spoiler]

434 days for the entire campaign (415 if I could somehow finish the battles earlier).

Overall, I have mixed feelings about this rework. On the one hand, the PvE has become very simple; on the other hand, most of the final battles with heroes have become a real challenge, not just passively running around with Fury units under Vampirism. The pace of the campaign has significantly increased, but some things are still designed as if for the old timings and are either broken, like the castles in the 3rd mission, or have become almost a useless part of the gameplay, like the scouts in the first or Deleb in the second. I didn't encounter any game-breaking bugs, which is also a big plus. In general, if the rework is aimed at updating and making it more convenient for players, then the result is скорее positive, although there is still work to be done.

Thank you very much for your work in any case!
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1 year ago
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Thank you very much for such a detailed review and for highlighting the problem areas. I've noted many things for myself that I will improve. Unfortunately, there were also some bugs, although I tested many aspects, including the fifth mission, several times. Regarding balance, I don't plan to significantly strengthen the neutral creatures – the goal is not to make the player struggle with every pack on the map, but I will set upper limits for stats in the second and third missions. In the third mission, I will strengthen the heroes in the castles, but not excessively – these are not the places where the player should lose half of their army. As I understand it, the final battles in missions 1-4 were of acceptable difficulty, and the strength of the Dominion was not used everywhere. In the fifth mission, it makes sense to reduce the number of enemies a bit, but the battles would probably be easier if the dungeons worked as intended. Overall, I plan to work on releasing the final version of this campaign immediately after the second update.
In reply to MasteR
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1 year ago
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MasteR
Thank you very much for such a detailed test and for highlighting the problem areas. I noted many things for myself that I will improve. Unfortunately, there were also bugs, although I tested many moments, including the fifth mission, several times.

Regarding the balance, I don't plan to significantly strengthen the neutrals – the goal is not to make the player struggle with every stack on the map, but I will set upper stat limits in the second and third missions. In the third mission, I will strengthen the heroes in the castles, but also without going overboard – these are not the places where the player should lose half of their army. As far as I understand, the final battles in 1-4 were of acceptable difficulty, and even the power of the Dominion was not used everywhere. In the fifth mission, it makes sense to reduce the number of enemies a little, but the battles would probably be easier if the prisons worked as they should. Overall, I plan to work on releasing the final version of this Campaign immediately after the second update.

The prisons have a bug specifically with the reward for freeing all of them, or specifically the one in the screenshot – the one on the left on the river. All the others worked normally. Regarding the buff from the Power of the Dominion – it was really only necessary against Fidaen, as the battle was very close. Against the Devil in this version, he has too much of an overstat and is too easily killed; in the final version, I honestly forgot about him, but he would have helped a lot. Although, compared to the Ring from the old versions, this buff is too focused on a combat unit; the benefit of using it for a caster is only slightly increased survivability.

The neutrals definitely don't need to be buffed; on the contrary, I am very grateful for reducing the number of old stacks of tens of thousands of units. It's just that the number of elementals from the special unit scales very strongly with the level, and the level is gained quite quickly. This greatly simplifies most encounters.
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1 year ago
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Updated the campaign file. If there are no bugs that break the game, this is the final version.

Global changes:

1) Further improved the visuals.
2) Weakened the main hero's specialization in summoning elementals.
3) Added automatic deactivation of travel spells when the limit is reached.
4) Fixed a bug with the non-working combat script during defense on all maps.

Within the maps:

The Outcast's Path:

1) Added an upper limit when reducing stats. Increased the lower limit when reducing stats when transitioning to the end of the labyrinth through a portal.
2) Fixed an error with the druid's name.
3) Fixed an error with the creation of the joining stack of Orcs.
4) Fixed an error in the reward for 100% completion. Adjusted the reward.
5) Fixed an error with Gabriel giving the key to the treasury.
6) Changed the spawn rate of Daleb.

In the Depths of Shio:

1) Added an upper limit when reducing stats.
2) Strengthened the armies of the standard Inferno heroes.

The Hero's Return:

1) Fixed an error with the hero having a full move after the library.
2) Adjusted the informational messages about the arrival of enemy heroes.

Dark Messiah:

1) Gave the player the ability to create a build for all heroes at the beginning of the game.
2) Fixed an error with quests failing when moving to the surface.
3) Fixed an error with giving an army in the prison.
4) Slightly adjusted the troops of the enemy heroes. Now, for all five human heroes in the final battles, the number of troops is reduced by 20% if the plague quest is completed.
In reply to MasteR
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1 year ago
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In the second mission, there’s a bug with the quest for wolf pelts. I killed all the wolves, but the quest isn’t being completed.
In reply to Albeng
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1 year ago
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Albeng
In the second mission, there's a bug with the quest for wolf pelts. I killed all the wolves, but the quest isn't completed.
Could you provide a screenshot of the location where the pack of wolves you killed was? The quest is tied to killing a specific group of wolves located near the camp of orcs hunting druids (or near the druids, I don't remember exactly).

After killing "those" wolves, a message should appear saying "Pelts obtained." After collecting all the trophies and returning to the goblin, the quest should be completed. Of course, this is assuming the quest isn't bugged, but I've completed this area normally several times.
In reply to MasteR
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1 year ago
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MasteR

Could you provide a screenshot of the location where the pack of dead wolves was? There's a quest tied to killing a specific group of wolves, which are located near the camp of orcs hunting druids (or near the druids, I don't remember exactly).

And after killing "those" wolves, a message should appear saying "Skins obtained." After collecting all the trophies and returning to the goblin, the quest should be completed. Of course, this is assuming the quest isn't bugged, but I've completed this area several times without any issues.
I don't have a screenshot because I've already completed that mission, but it's located below the druids and not far from the orc mines at the bottom. There's also a quest there to save the shipyard owner. I killed those wolves. And there are no other wolves on the map. But after that, the quest to collect their skins wasn't completed.
Also, I have a question about the human spy in the orc city. Who is he? I've checked everyone I could, but I couldn't find him.
In reply to Albeng
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1 year ago
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Albeng
Well, I don't have a screenshot because I've already completed that mission, but it's below the Druids and not far from the Orc mines at the bottom. There's also a quest there to save the shipyard owner. I killed those wolves there. And there are no other wolves on the map. But after that, the quest for their pelts wasn't marked as completed.
Also, I have a question about the human spy in the Orc city. Who is it? I clicked on everyone I could, but I couldn't find them.

The wolves needed to complete the hunters' quest are located in the northern part of the map, well hidden under the trees, but they are easy to find if you highlight the objects on the map using Alt. For the quest with the shipyard owner, other packs of wolves are generated at the opposite end of the map; killing them does not count towards the hunters' quest.

The human spy is a shaman, standing next to the ore mine in the Orc city. She blends in with the surroundings a bit, so highlighting the objects also helps.

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