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Если споришь глупцом - срочно проверь не делает ли он тоже самое!:smile13: Древняя восточная мудрость (вольный перевод)
Heroist
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Hmm... yeah. I remember you wrote about the first demon: "he disappeared somewhere." Did you eventually kill him? The thing is, the mission ends after all the Inferno legions are defeated. If that's not the issue, I don't know. Maybe try disabling mods and see if that helps (if possible). You could also try giving the 6th demon a chance to move away from the Sanctuary a bit (although I also killed him there). The script functions used are exactly the same as after the death of all the yellow bandit units. I really don't know what happened. =(
Whatever
Rambo1969
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I killed the first demon, of course, and by the way, he's now working as my apprentice – he killed the last yellow one. Maybe that's the problem?
Anyway, I'll try replaying it tomorrow – another idea: the demon teleports to the location where my hero is standing, and before the battle, we end up in the same position.
Если споришь глупцом - срочно проверь не делает ли он тоже самое!:smile13: Древняя восточная мудрость (вольный перевод)
Heroist
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no, no, everything is clear =) I made a mistake. =) The function is very interesting; it only works if at least one of the Inferno heroes is alive = present on the map. Try removing it; it should work ;)
Whatever
asseco
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If you're reworking the map, it might be worthwhile to make the "rebel town" the same Faction as the one the player chose, and make capturing it a mandatory condition. Then, finding the "Friend" and the Tear of Ashi would become useful. Until the rebels are defeated, the path to the green demon-worshippers could be blocked by a guard post or something similar, so that enemies can sneak through, but the player can't. And don't give the quest right away. For example, first, have the player defeat the bandits. After defeating them, they receive a bonus and the ability to cross the bridge to the rebels. After defeating the rebels, the path to the demon-worshippers opens; their town could potentially be destroyed. After that, the path to Sanctuary can be opened. It would be better to make the demon-worshippers human, red-skinned – Alrik and others – and make them immediately upgraded.
And the ending isn't very satisfying; you defeat everyone, and then... nothing. Maybe you could do something like this: after defeating the Demon Lord, a quest appears: "enter Sanctuary and free the enchanted Isabelle." The player runs there, meets Biara with an army and an artifact, defeats her, and she, the nasty thing, sneeringly laughs and says: "While searching for what belongs to others, you lose what is your own." I lured you out, and Armageddon has fallen upon your cities because you touched the artifact. The cities perish, all the player's heroes perish too, and he himself falls somewhere... but that's if there's a sequel.
No, no, everything is clear =) I made a mistake. =) The function is very interesting; it only works if at least one of the Inferno heroes is alive and on the map. Try removing him; it should work.
Yes, you were right – when I dismissed the demon before the final battle, I was informed of my victory.
I am attaching the final cutscenes.
By the way, as soon as I dismissed one of the bandit leaders (whom I hired as a follower), I was informed that I had completed the mission to destroy the bandits and was given five more Phoenixes (ah, I just couldn't figure out where I had missed the outpost).
Now, regarding the map itself – the beginning is very interesting and intriguing; it is quite difficult for the hero to survive in the early stages. But after the hero has developed enough, everything becomes quite simple and boring. The green and yellow opponents do not need to be weakened; you can slightly slow down their development, but you can even strengthen them, for example, by adding one more Castle to each. But the demons need to be strengthened significantly because the battle with the fourth demon is already quite easy, and after that, even without the help of Phoenixes, the battles turn into a one-sided affair. By the way, the demon can be greatly strengthened for the battle with the mage simply by increasing the number of Imps to at least 500; then they will steal all the mana from the mage and make his magical skills useless – he will have to fight “fair and square.” I think the Phoenixes should be replaced with level 7 creatures of the race that the player has chosen. The altar probably shouldn't be hidden so far from the final battle location; otherwise, it is useless – it only wastes the player's time. And the hero is also located too far from the main events, so there is only time to free him at the end of the game or have the followers free him.
Everything I said above was not written with the intention of criticism but with the sole desire to help improve the map; all of this is just my IMHO.
I want to express my great gratitude to the author for four interesting evenings.
Если споришь глупцом - срочно проверь не делает ли он тоже самое!:smile13: Древняя восточная мудрость (вольный перевод)
Heroist
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Thank you all very much for participating in the first test of my map. I will carefully review all the feedback and release a new version soon.
1) As in one of the test versions, demons will now attack every 7 days to reduce the minimum time to complete the map.
2) I liked the idea of making the demon worshippers red – it will most likely be implemented.
3) Rebels should have been the same city as the player for a long time. But, for some reason, the function doesn't work. I might be able to fix it.
4) Killed scripted demons and other heroes cannot be hired in the tavern because they are essential for important game functions.
5) It is possible that a "step-by-step" gameplay will be implemented: (bandits -> Rebels -> Demon Worshippers, with demons attacking). Sanctuary will open after the death of the last two enemy armies.
6) The ending will not be changed. You (the main hero) escaped, the demons opened a portal and destroyed your capital.
7) Some game bonuses will be changed; they will be more logical and complex. (For example: Phoenixes = level 7 unit of your city, bonus to level, bonus to resources).
8) Quests will be more connected to the main missions. For example, at Veteran and Hero difficulty levels, completing quests such as the altar, the Tear of Ash, and rescuing a hero will greatly help in battles.
9) The strength of the Lords of Inferno will be slightly changed. It is possible that Inferno will be removed from the list of possible starting heroes (because it would be illogical). The Lords of Inferno will become more specialized.
10) The strength of the yellow and green factions will be reworked accordingly. Even on Hero difficulty, the AI continues to be weaker than the player, so we will try to influence it using scripts.
11) It is possible that some quests will be added to encourage you to complete alternative quests.
12) Accordingly, the txt files will be changed/added.
Now I will start working on releasing a new version of the map. I warn you that I don't have much free time, but I will try to finish it by the new year.
Once again, thank you to everyone who participated in the testing.
Whatever
asseco
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We are eagerly awaiting the new version! The map idea is very good. To make it more challenging, you could tie the player's tasks to a hero belonging to the Human faction – they are the most difficult to play.
Trebla
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No, not everyone likes playing as humans.
The beginning is challenging and interesting, but then you start to relax.
Against a mage, skills that reflect magic and artifacts work well. I think it's better to play as a Warlock. As for the other races, I don't know. Maybe it will be much more difficult to play at the beginning. I played as a mage, didn't buy almost any army, he doesn't need it for a long time, and I also had good luck with development.
asseco
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That's why they don't like it – it's tough on players. You need to build up your army and develop your town quickly. You can't just run around without an army. And if you close the tavern, you'll really face trouble.
Rambo1969
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Well, I don't know about a strict tie-in to a specific race – maybe it's not a good idea. Personally, I'd like to play through it as the High Elves and as the Barbarians.
And as for how a demon can fight another demon against mages, I've already written about it – if he has a lot of imps, the mage will at best be able to use his abilities once – the first time.
Если споришь глупцом - срочно проверь не делает ли он тоже самое!:smile13: Древняя восточная мудрость (вольный перевод)
That's why people don't like it – it's too difficult. You need to build up your army and develop your town quickly. You can't win without an army. And if you close the tavern, people will really get angry.
It should be fun to play, not a form of masochism.
I don't think it's much easier to develop with the High Elves than with Humans, and with Barbarians either.
I just want some variety and the opportunity to experiment.
I don't disagree, it might even be harder with the Elves, but they have a great super ability, while Humans are just a joke. It's much easier with Barbarians - they require fewer resources and have special abilities; in my opinion, it's easiest to play as Barbarians. Variety is good, but when tied to a faction, you can distribute resources more organically and use artifacts more effectively. But this is just my opinion. I mainly play as Humans, Elves, sometimes Dwarves, and if I want a quick game, then as Barbarians. Accordingly, these are my preferences.:)