Posts from Demon attack.
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Isn't the initial bonus of 100,000 Phoenixes a bit too much? Was it intended, or is it a bug?
Good question! :smile20:
Maybe they should just be removed? :smile29:
Well, to make sure everything is "fair":cool:
Okay, I removed them. Actually, you can leave them if it's too difficult. Just don't blame me if the AI starts behaving "strangely" =)
haha, I was thinking the whole way home whether I had removed them or not=)
okay, I removed them. Actually, you can leave them if it's too difficult. I just won't be responsible for the AI's behavior, as it starts to act at least "strangely" =)
I noticed another small perk here. I started playing as a Knight, and suddenly I get a quest to find the Necromancer's Amulet...
This was also in the first version; they gave you Phoenixes as a reward for finding the amulet. It's not very useful for a Knight, of course, but you can sell it.
Added after 3 hours and 13 minutes
I think they overdid it with the difficulty this time.
This was also in the first version; they gave phoenixes as a reward for the amulet, or rather, for obtaining it. It's not very useful for a Knight, of course, but you can sell it.
Added after 3 hours and 13 minutes
I think they overdid it with the difficulty this time.
2) The game’s ending:
a) How did you complete it – by force through the outpost or by a clever method? =)
b) Actually, the finale. Well, I don’t even know; I played through my map today (the first proper test, more on this below), found a few bugs, and perhaps the finale will be changed in version 1.2.1.
Regarding the testing, I played as Markel, thanks to his skill in raising undead. The only thing is, there’s a mentor on the map; I didn’t check if it’s possible to remove his leadership, as he doesn’t really need it. However, thanks to the “Lord of the Dead” talent, all neutral creatures turn into undead, so I gathered several hundred vampires and had a great time).
In the castle, I wasn’t given “Raise Dead,” so I had to replenish my losses with the second upgrade, the Lich. Then I found the Book of the Dead, and everything became quite easy, although the General turned out to be very strong.
Now about the bugs:
1, 2) The outpost quest – it will be marked as completed, but when the outpost belongs to Player 1, all other players, except Player 2, will not be able to approach it.
3) The shipyard – now you can disembark from the ship onto the lands of Players 4 and 5; perhaps this will be fixed, or perhaps, on the contrary, I will make this possibility a standard feature.
4) The strength of the demons on the Hero – I won’t do anything about this for now; I don’t want to make the map too easy. On EASY, everything can be completed with auto-combat. If there are a couple more comments about it being too difficult, I will weaken the General (his helpers are almost unchanged from the old version). We’ll see.
5) The game’s ending – yes, it will probably be changed. Suggest your ideas to make it more interesting: I have an idea to make a battle with Biara, but she will increase her army every week, so you’ll have to open the Sanctuary quickly.
Write comments, preferably indicating the difficulty level.
Thank you.
Okay, I'll put the tavern at the beginning, anyway, it's needed for the quest.
The demons, okay, will attack more slowly.
And in general, in reality, these changes again affected the difficult start of the game; in the middle, I assure you, it's very easy to pass, and at the end it's even easier; only the final General poses a threat.
Version 1.2.1 will be released soon.
Upd: What about the ending? It remained unchanged; should I replace it with a happy ending?
Upd2: As soon as I decide about the ending, I will immediately release version 1.2.1, since I have fixed all the other issues. The demon respawn has been completely changed; now the General arrives after 70 days = 10 weeks! The first one still arrives after a week, but then you will have a lull.
Upd3: By the way, there is a very interesting bug on all these maps, which I might fix, but I'm too lazy. Since the demons are initially given the order to run to your city, the movehero function may not react in some situations. First, if a stronger enemy outpost/hero is encountered on the way and blocks it, and second, if the path to the city is blocked by any hero. In other words, if you hire an assistant and place him one cell in front of your city, the AI will be very slow = it will skip turns. However, if the cell to the city is blocked in this way before the demon appears, the script will simply skip the aforementioned movehero function = the enemy hero will become uncontrollable. For example, he defeated the rebels. Also, the function will not work if the destination is occupied by another, but friendly player = he simply cannot enter it. Of course, you can protect yourself from this using the CanMoveHero function, I think, but I wrote this as a small hint on how to delay the enemy if it becomes too difficult, but you want to complete the map.
1) Regarding the Amulet quest - if you look at the surrounding area, everything will become clear. There's even a message that says "he was defiling all these lands, etc."
2) The game's ending:
a) How did you get through it - by force through the outpost or by a clever method? =)
b) Actually, the finale. Well, I don't even know, I played through my map today (the first proper test, more on this below), found a few bugs, and maybe the ending will be changed in version 1.2.1.
Regarding the testing, I played as Markel, thanks to his skill in gathering undead. The only thing is, there's a mentor on the map; I didn't check if it's possible to remove the leadership, he doesn't really need it, although, thanks to the "Lord of the Dead" talent, all neutrals turn into undead, and I gathered several hundred vampires and had a great time).
In the castle, I didn't get "Raise Dead," so I had to replenish my losses with the second upgrade using a Lich, but then I found the Book of the Dead, and I got through it quite easily, although the General turned out to be very strong.
Now about the bugs:
1, 2) The outpost quest - it will become "Completed," but when the outpost belongs to Player 1, all other players, except Player 2, will not be able to approach it.
3) The shipyard - now you can disembark from the ship onto the lands of Players 4 and 5; maybe this will be fixed, or maybe, on the contrary, I'll make this possibility a standard feature.
4) The strength of the demons on the Hero - I won't do anything about it for now; I don't want to make the map too easy. On EASY, everything can be completed with auto-combat. If there are a couple more comments that it's too difficult, I'll still weaken the General (his helpers are almost the same as in the old version). We'll see.
5) The game's ending - yes, it will probably be changed. Suggest your ideas to make it more interesting: I have an idea to make a battle with Biara, but she will increase her army every week, so you'll have to open the Sanctuary quickly.
Write comments, preferably indicating the difficulty level.
Thank you.
P.S. It would be great to make a "small dungeon" and scatter some kind of assembled artifacts there (parts of the dragon set).
