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I decided to play a "hero" game on the "Ultimate" difficulty. Only a month of game time has passed, and I've already tactically outmaneuvered the blue player twice and defeated him before he could gather a large army. I captured five cities and two outposts, but he's still strong – he managed to retake one city (the one in the center). His army is now roughly the same size as mine, but his hero is twice as weak. It would be fine if it weren't for his ballista; I'm afraid of suffering heavy losses among my centaurs in a direct confrontation.
The game is interesting; we'll see what happens next.
Если споришь глупцом - срочно проверь не делает ли он тоже самое!:smile13: Древняя восточная мудрость (вольный перевод)
Okay, so many comments. I'll try to answer everyone.
First, let's start with the hardcore players who are playing the game on version 1.0.0.
- The location of the Mountain Brother is displayed incorrectly in the hints.
- The Mountain Brother is the key to unlocking the eighth Orc town and the Human outpost.
- If you befriend the Necromancers, there's no point in destroying their town, only Nicholas.
Now, regarding those who played map 1.0.2:
Only the difficulty level was made easier.
In version 1.0.3, the following was fixed:
- Many hints. The exact location of the Mountain Brother, the Dwarf Mines + hints directly during the quests.
- You can't hire skeletons from the outpost. This was a serious bug.
- Ctrl was incorrect; there's another key, I think Alt or Shift, to highlight objects in blue that can be interacted with. This bug is also present in version 1.0.3, but there are too many hints there to make a mistake.
- The champion in the arena doesn't move on Recruit and Warrior difficulty levels; on Hero difficulty, he often casts Frenzy and Hypnosis.
Now, let's summarize.
Since there are those who enjoy playing on 1.0.0, I couldn't think of anything better than to release TWO versions of the map: a simplified and a difficult one. Thus, all bugs will be fixed + hints will be added to all versions, but the difficulty level will be different.
Thank you.
Added 2 minutes ago
Oh yes, and about the bright screen. You killed Nicholas, and the day has come!!!
Added 17 minutes ago
Okay, I've uploaded the hard version. Now, only the difficulty remains from version 1.0.0. With hints and explanations, I think it will be easier to play.
And the Mountain Brother is just a monster = most comments are about finding him. No wonder he says he doesn't like being disturbed.
Added 11 minutes ago
==============
Now we can move on to the discussion.
It would be good to link the ability to enter the Dungeon with the death of Nick, because I went to him after already occupying all the towns and gathering a set of Sar-Issa. It wasn't difficult to defeat the Necromancers, but otherwise, maybe while I was dealing with Nick, the Barbarian from the last castle could cause some trouble.
You could give Nick the "Armor of the Forgotten Hero". In general, I think the "dad's" complete set should include: a club + ogre shield, a cloak + necklace + lion's mane, and the Armor of the Forgotten Hero.
1) This is still a secondary quest. It cannot be linked to the main one, as it would be illogical in the plot.
2) Yes, we can think about the set. Besides the angels fleeing from the outpost, we can come up with something else.
If this campaign is for the next level, you should give the hero a boost, so as a bonus, you could give +5 to defense or attack of your choice.
1) It will be too weak. The hero already has super skills for large stats, if you noticed :smile20:
Another wish - it would be nice to somehow reward curiosity in the mines, for example, put a one-way portal next to the Tree of Silvana (the mines are no longer relevant at this stage of the game) or a small quest, so that it would make sense to go there.
1) Yes, the Dungeon should have more interest. But this will be in a future update.
The most interesting thing on the map without the ability to hire a second hero is the second hero.
1) The map is medium in size. A second hero will make it too easy, IMHO. :smile52:
Putting a strong army is pointless )) then everyone will try to kill it like LAW.
1) No, LAW is the king and god, I haven't reached the point of copying him yet.
2) But regarding the army - as an option, many, many troops guarding something, but add a quest with Death Knights, who will appear only if you befriend the Necromancers and kill Nicholas. Their quest will be, for example, to collect a set of Dark Artifacts, in return you will get them in your army. And with their ability to kill any guard, it won't be difficult.
===================
Thank you all again. I'm glad you liked my map.
Added 4 minutes ago
PS: damn, I want to play it myself =)))))
I wouldn't say I'm a noob, but playing on version 1.0.0 is quite difficult; at least, I was getting defeated immediately, and I wasn't the only one saying that. Wouldn't it happen that everyone starts playing and, because they can't get through it, they'll quit? In my opinion, the campaign should be interesting, not hardcore, and any casual player should be able to complete it, not just a hardcore gamer.
Added after 3 minutes
Here's a question: will the presence of Death Knights as undead lower the morale of the Orcs?
I personally couldn't beat it with the hero. Besides, since there's no campaign yet, let it be a hard version. I don't think it will hinder much.
As for the second point, I don't know. Orcs have always had good defense, and I don't think Death Knights in the army will change anything significantly.
That's what I want to figure out – the reason behind it. No one will seek revenge just because he stole some blood in the original campaign. =)
Maybe if Nick dies, the human outpost's guards will flee? That is, fearing Nick's invasion and the necromancers, the humans stationed reinforced garrisons, but once they learned that Nick was gone, they went to "drink beer and mead"?
I don't know for sure, but in my opinion, even on the "hero" difficulty, the complex map is just the beginning – you have to run around very quickly, taking and capturing different castles one after another, constantly attacking neutrals and accumulating experience. By the way, I noticed that the computer doesn't always bring its entire army with it – it leaves small garrisons in cities, which become easy prey (as do the blue heroes themselves at that moment). After about a month of game time, the forces more or less equalize, and after two months, you start to feel like d'Artagnan – you can wander around the map as if it were your own home and kick the butts of anyone whose face you don't like, and let the rest run away. I've now played for almost three months – I've taken seven cities from the blue faction, reached the mentor, and took the last outpost and two cities with almost no losses. After taking the outpost, the blue hero sat in the cities and didn't even try to come out – it became boring.
By the way, I haven't tried to deal with the quest involving the greens, which was mentioned above – I didn't have time before – now I'm thinking of going back and starting to solve these problems. On the arena (which was also mentioned above), I didn't see anything special – after defeating the neutrals defending it, they only increased the attack on me by 2, and that's it. I also noticed that there's no point in taking the second abandoned mine; you can't even approach it.
Если споришь глупцом - срочно проверь не делает ли он тоже самое!:smile13: Древняя восточная мудрость (вольный перевод)
What is the second mine? There is one mine that cannot be captured until the Mountain Brother quest begins. Afterward, it transforms into a teleport to the Dungeon.
On the map, there are (at least, as far as I've found) two abandoned mines – one near the central castle, which is easy to capture, but I can't capture the mine near the third outpost – I can't get close to it.
Если споришь глупцом - срочно проверь не делает ли он тоже самое!:smile13: Древняя восточная мудрость (вольный перевод)
The author said he fixed it))). There are only minor inconsistencies. In general, it will become available after the quest when you find the mountain brother, and he tells you that you need to find the dwarf's hammer; then, this mine will teleport you to the dungeon))). Either the author forgot to fix it, or you have an older version))). If I'm not mistaken, the mine is targeted, you can attack it, but the hero never reaches it???
I understand, but I downloaded that version from the website five days ago, as soon as it appeared (I just didn't have time to really start playing the game), so the bugs probably haven't been fixed in it yet. And I don't feel like starting a new, corrected version (besides, the author says it's a lighter version, and I don't like that).
By the way, I want to tell the author about another bug: if you want, you can take their city from the Greens – you just have to get there in time. This helps a lot later on – you can turn all the skeletons into 90,000 archers, and combined with the Elven Bow and Quiver, no monster on this map will pose a threat anymore (or, as an alternative, you can turn all the Orcs into undead using the converter).
So, the script with Giovanna needs to start earlier – about two turns before the Castle, because, as I understand from the author's idea, Giovanna needs to be defeated before attacking the Castle, and then it should become neutral and cannot be captured.
I apologize for the confusion with the arena – there's just another arena on the map (a regular arena), and I didn't know anything about this specialized one – I easily defeated the main warrior on it in the very first turn using "Wrath of the Horde" and skeleton archers.
I took the outpost and the warriors from there, but I couldn't capture the town; it was impossible to approach it. It seems you've discovered another bug.