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Posts from Hill of the Dead Auto-translated

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IchGViji
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#46
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Finally, I got around to making a small update to the map, which I had planned some time ago (version 1.2.1, 07/16/2025). Main changes: - Kaspar's visuals have been changed to align his appearance with what will be used in the upcoming "Sacred Tree" scenario. Kaspar's design incorporates elements from the NHF mod, and I would like to thank its authors for that. The final map video has also been updated accordingly. - Adjustments have been made to the behavior of the undead in Kaspar's territory to prevent random undead stacks from joining the player's army. Thank you to user Magnificent for pointing this out. - The trigger type for the quest involving fire elementals has been changed; previously, the quest was triggered by region, but now it is triggered by contact, which should be more intuitive for the player. - Now, all elemental merges in the Dungeon only produce fire elementals for recruitment. - A number of other minor changes have been made to the map. The link remains the same, in the first post of the thread. The map is still not a mod, but as I said before, I recommend playing it on a clean version for proper functionality.
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Сценарии:
"Холм мертвецов"
"Священное древо"
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#47
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IchGViji
Finally, I had the time to make a small update to the map, which I had planned some time ago (version 1.2.1, 07/16/2025).

Main changes:
- Kaspar's visuals have been changed – this was done to bring his appearance in line with what will be used in the upcoming "Sacred Tree" scenario. Kaspar uses assets from the NHF mod, and I would like to thank its authors for that. The final map video has also been updated accordingly.
- Adjustments have been made to the behavior of the undead in Kaspar's territory to prevent random undead stacks from joining the player's army – thank you to user Magnificent for pointing this out.
- The type of trigger that activates the quest for the fire elementals has been changed – previously, the quest was triggered by the region, but now it is triggered by contact, which should be more intuitive and easier for the player to understand.
- Now, all elemental merges in the Dungeon only produce fire elementals for recruitment.
- A number of other minor changes have been made to the map.

The link is the same, in the first post of the topic. The map is still not a mod, but as I said before, for proper operation, I recommend playing it on a clean version.
I would gladly replay your map if you mentioned that you had made it more difficult. I enjoyed it the first time, but as a fan of hardcore gameplay, I found it too easy. Would it be too much trouble to make a hardcore version? After all, it's not that difficult. Just change the coefficients, for example.
P.S. I'm already trying not to bother the authors and make the gameplay more difficult on my own by playing with a pure random selection of factions and heroes, without choosing starting bonuses, and even that doesn't help much. The AI is still dumb in this game, no matter what.
Всегда играю на Г.
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#48
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Regarding the difficulty – concerning the demons – both the brown and orange ones, as I see it, have already reached an optimal balance, and for now, I don’t see any reason to change them. They can still pose a threat to the player, especially if the player delays capturing castles or if the map starts with an unfavorable setup for the player, as was the case in my test of the latest version. As for the turquoise faction, I can probably agree that there is room for improvement, although again, I don’t think it’s critically necessary, since the main focus of the map is on fighting the orange and brown factions. I’ll think about what can be done here – I’ll give Kaspar more troops, adjust the leveling, and maybe even add an additional hero for the turquoise faction.

Сценарии:
"Холм мертвецов"
"Священное древо"
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#49
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IchGViji
Regarding the difficulty – specifically concerning the demons – both the brown and orange factions, in my opinion, have already reached an optimal balance, and I don’t see any reason to change them at the moment. They can still pose a threat to the player, especially if the player delays capturing castles or if the map starts with an unfavorable setup for the player, as was the case in my test of the latest version. As for the turquoise faction, I can agree that there is room for adjustment, although again, I don’t think it’s critically necessary, since the main focus of the map is on fighting the orange and brown factions. I’ll think about what can be done – I’ll give Kaspar some more troops, adjust the leveling, or even add an additional hero for the turquoise faction.
There’s no need to overcomplicate things, invent, or redo anything. Just increase the weekly growth rate so that the feeling of a leisurely stroll disappears.
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#50
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Good day!

I completed the map with a hero in 84 days.

The start wasn't easy, and I didn't get what I wanted, but overall, I enjoyed it.

The only thing is, I realized late how to complete the fire elemental quest, so I didn't bother and won the final battle without them.

Thank you to the author for their work!

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#51
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IchGViji
Regarding the difficulty – concerning the demons – both the brown and orange ones, as I see it, have already reached an optimal balance, and for now, I don’t see any reason to change them. They can still pose a threat to the player, especially if the player delays capturing castles or if the map starts with an unfavorable setup for the player, as was the case in my test of the latest version. Regarding the turquoise faction – here, perhaps, I can agree that there is room for improvement, although again, I don’t think it’s critically important, since the main focus of the map is on fighting the orange and brown factions. I’ll think about what can be done here – I’ll give Kaspar some troops, adjust the leveling, maybe even add an additional hero for the turquoise faction.
Well, Pisany won’t like it anyway))) Don’t worry about it... the map is great!!!!
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#52
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Finally, I managed to complete this scenario on Hero difficulty. To be honest, it took me several attempts. I had to replay many battles. I played the latest version of the scenario, 1.2.1, in which the author significantly strengthened Kaspar by adding a combat script that made the battle with him more difficult. Also, the garrison of the main city of the orange player was strengthened, and the maximum level was increased to 25.
I played with the MCCS 0.3.2 mod (which includes the NCF, NAF, NHF, and RPE mods) and also installed a mod that shortens the path to the Super Unit.
Surprisingly, these mods did not conflict with the map, so I didn't encounter any crashes or bugs during the playthrough.
Overall, the scenario is excellent; I haven't played something like this in a long time! The author has done a great job with the map design and the storyline; the video clips were especially enjoyable! In this map, it is crucial to develop logistics; in addition to that, I developed attack and dark magic to obtain the Super Unit.
On the forum, people wrote that you can actively use secondary heroes to distract Grok, but considering that I was playing with a mod, Grok behaved differently – he didn't get distracted by secondary players; on the contrary, he persistently attacked the main hero or captured cities, which made this confrontation very interesting. Huge thanks to the author for the magnificent scenario and the hard work put into creating the map! In the future, I plan to play the author's second map – Sacred Tree
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#54
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The map is interesting and very simple. The most important thing here is to kill Grol as quickly as possible; otherwise, he will gather an army, and it will be very difficult, if not impossible, to kill him. After defeating him, you can safely take the remaining castles; the demons will no longer pose a threat. Later, I calculated the timing of Grol's appearance and greeted him with open arms. There is also a quest for the fire elementals, but as I understand it, it should have been done at the beginning to make it easier to defeat the demons, but I, like everyone else, did it only at the end.