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By the way, I'm quietly working on version 1.1.
Already:
- some neutral creatures have been changed
- some rebalancing
- the Nemesis hero has been reworked
- Biaara still has a pseudo-meteor shower (it's actually a different spell with a different script name, so you can't complete the quest right away, but the links to the descriptions are the same, so it seems like it's a regular meteor shower). For balance purposes, this version of the meteor shower will be available at the start. If you still want to complete the quest, you can learn the regular version of the meteor shower.
- now you can cancel the current quest!!! - I think it's a useful feature if you can't complete the quest.
- some buildings have been rearranged
- at the start, the Dwarves now have more resources than usual, but less money.
Will be:
- fixing a newly discovered possible bug
- even more hidden resources (hold down ALT during the game)
- possible requests
- possibly new heroes, suggested by players or/and created by me
- possibly, I'll create a clever way to kill Zaqon
- more mummies
and so on.
I'm waiting for more suggestions!
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Here's an idea: Aeliana's biography states that she is a 'half-elf'. Perhaps we could give her some basic, irresistible magic skills? Just for fun. Initially, this shouldn't provide a significant advantage, as there are no black dragons, and chaos won't save the day in the end. But a hero with two racial skills would be very interesting.
 

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In reply to Ment
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Ment
Here's an idea: Aeliana's biography states that she is an 'elf of two bloodlines.' Perhaps we could give her the foundations of irresistible magic? Just for fun. It shouldn't help too much at the beginning, as there are no black dragons, and chaos won't save the day in the end. But a hero with two racial skills would be very interesting.
It's quite possible. For example, among the Necromancers, there's a specialist in both necromancy and irresistible magic. A character like that, a dark-skinned one, and also with necromancy:)
I can add it if there are no objections. The only thing is, how will the enhanced spells work with the enchanted ballista?...
And with the blue druids, an enhanced spell accompanied by a ballista will probably be terrifying...

It's already been added... I've slightly reduced the number of blue druids at the start. I've uploaded version 1.1.
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[1.0.9]
Bugs:
- The quest buildings have stopped working again (this is the second Walkthrough where this happens in the same place). After completing "Lord of the Seas," the first and fifth buildings remain uncompleted ("Tears of Ashi," "Blade of Frost," and "Dragon Set"), and, apparently,
this is again preventing access to the upper right corner of the dungeon, where the Dragon Set is located, and thus preventing access to the Royal Mausoleum (screenshots and save file attached).





http://ifolder.ru/18746032
Questions:
- How can I get the 4 artifacts on the island and the Crown of Sar-Issa, which is guarded by 1000 water elementals? Neither a ship nor boots of levitation work. :(
- What alternative ways are there to bypass the 280,000 black dragons at the mausoleum, given the situation with the buildings described above?
- In the latest version of the map, has a "special path" for the Barbarians been added to compensate for the lack of magic?
Suggestions:
- I would really like a "cool" hero for the Necromancers with a special ability from the start, similar to Nemesis for the Mages. For example, I think a very interesting character could be borrowed from the main Necromancer hero from the World of Enroth map (only add the element affinity and the regeneration spell to the spellbook), and as a starting army, have 1 red dragon. This would be a great replacement for Agrael. :)\br
Froska

-Nemesis hero has been reworked.
-Biara still has a pseudo-meteor shower (in reality, it's a different spell with a different script name, so you can't complete the quest right away, but the links to the descriptions are the same, so it seems like it's a regular meteor shower). For balance purposes, this version of the meteor shower will be available at the start. If you still want to complete the quest, you can learn the regular version of the meteor shower.
1) Oh, why?:eek: I hope I haven't weakened her too much; she was the coolest and most interesting player on the entire map. :D
2) Now I understand that it's not a bug, but a different spell. ;)
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I'm releasing version 1.1b. Now: - Bugs and "bugs" have been fixed, or rather, workarounds have been implemented, as they were intended to make the game more challenging... so that the player would choose the correct sequence. Now it's simplified. You can take quests in any order and choose anything. Because there are quest cancellations. For example: If we took the Ash quest first, but it couldn't be completed on the island without the Astral Gate, which is given in the same house... then that's it... it just depends on the correct choice of quests. Now, as I noticed, if a quest is taken, but it cannot be completed... then it can be canceled and another one taken. - The Barbarians now have a special path. - I added a powerful Warlock with a super ability, but it's done a bit differently - "Irina". I didn't remove Ra'ilag. - The Nemesis hero was weakened, but not by much.
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In version 1.1b, a bug appeared: near the starting castle, there are two level 1 spell tutorials located next to each other, and one of them doesn't function. Nemesis still has one interesting bug: if you gain several knowledge points and upgrade "experience" to expert, then if you fast-forward through the days, the hero will have -3 knowledge, then +4, then -2, and so on. It's not too annoying, but it's interesting to observe. Also, the new Warlock hero has an absolutely useless personal special ability; he doesn't have enough mana, and he lacks initiative, but he waits for an additional attack from the witches. It would be nice if it were refined a bit. Overall, the map in the latest version has become much more complex than in version 1.09, and the changes made have clearly had a positive impact.
In reply to PavliG
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PavliG
In version 1.1b, a bug appeared: when leaving the starting Castle, there are two level 1 spell tutorials located next to each other, and one of them doesn't function.
Fixed.
PavliG

The Nemesis still has one interesting bug: if you gain several points of knowledge and upgrade "experience" to expert, then if you skip days, the hero will have -3 knowledge, then +4, then -2, and so on. It doesn't bother me much, but it's interesting to observe. :)
Hmm... I didn't do that on purpose... Maybe the game affects this particular hero in this way... Maybe the re-roll of education reshuffles the characteristics... But I didn't achieve the same effect... I made the Nemesis have an expert education....
PavliG

Also, the new Warlock hero has an absolutely useless personal special ability; he doesn't have enough mana, he doesn't have enough initiative, and he's waiting for an additional shot from the witches, oh, if only it could be tweaked a little bit...
I didn't want to make the hero too strong. Now I'll give him the ability "Speak with Wind"
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Where is the new file? On the first page, there’s only version 1.0.9…
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The internet connection is weak... It only uploaded on the second try.
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PavliG, have you tried playing through the game with Orcs and with factions other than Orcs on version 1.1x? (where x is any number) And how was the final battle? Does the computer control any units?
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Not yet, I'll try on the weekend, but I remember Skull was eager to test the Orcs. As soon as I find or complete something, I'll post it here.
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In the latest version, I didn't find any bugs. I played through about half of the map, and it became noticeably more difficult; I had to restart three times on a non-easy difficulty level.
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Please tell me how to get the "Angel Wings"; I can't seem to find them. If I show up without them, Andragor throws me in jail. I really like the map.
In reply to mvk
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mvk
Please tell me how to get the "Angel Wings"; I can't seem to reach them. If I arrive without them, Andragor throws me in jail.
I really like the map.
Let him throw you in jail. This map hints at complete trust in this necromancer. That is, if he throws you in jail, nothing terrible will happen. There are 3 exits from the jail. You decide which one to use. And it's impossible for an Orc to get the artifact, and even if he does, it won't be quite the same artifact. Andragor is supposed to annoy you with this quest to undermine your trust in him. But you shouldn't give in to the provocation: just don't trust the necromancer ;)
Throughout the game, you'll find messages about trust (from taverns in cities where you have to pay for information to signs), even if they reveal the plot, but, as experience has shown, not everyone is able to read the hints :) , so here it is:)
Conclusion:
-trust and get thrown in jail
-choose the next course of action while in jail:
- escape using a portal to the city
- escape using another method
- completely trust and try to rot in jail
In reply to Dyrman
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Thank you. It's simple and unexpected. Great map.

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