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Posts from Outcast's Path Auto-translated

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MasteR
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#46
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Heroist
what does this have to do with... remove the demons, and they become kittens...

I completed it, I removed the demons with a script. The enemies fell very easily.

Here's a victorious screenshot:

I didn't try very hard to fight the final demons and lost almost everyone. And where is the final message? ;)
==============

I express my great gratitude to the author for the map! I haven't spent this much time on a game in a long time. Everything is very, very interesting, the development is excellent, the only thing is that it's a bit difficult. (I completed it in almost a year).
I wish you good luck in improving the map, and creative success in creating others, I am sure they will be no less remarkable!
:smile54: :smile54: :smile54: :smile54: :smile54:

Thank you, I'm glad you liked it. It's a pity that you didn't complete all the quests and didn't find out about all the bonuses.
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#47
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Well, I guess that's all for the Orcs (or not)?

In the final monster army (in the Inferno Castle), you need to reduce/remove the demons by a factor of 5-6.

As soon as you release the new version, I'll try to complete it 100% playing as the humans.

Whatever
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#48
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Not all orcs are the same, for sure.

Added after 48 seconds
And still, I don't know which is better – a Necropolis castle or a Dungeon castle. It might be too easy with the Necropolis.
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#49
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with the Necropolis, you'll need money for caravans, but at least you'll have a decent army. The Dark Mage hero has enough magic, including raising the dead, and they definitely have more flying units. (In the end, I only had wyverns left among my flying units, which were stationed near the human city as support.)

It's best to give the Temple city either at the very end or at the beginning, so that you can build up your army for the final assault.

Whatever
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#50
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Heroist
With Necropolis, you'll need money for caravans, but at least you'll have a decent army. The hero has enough dark magic, plus they have more flying units, for sure. (In the end, I only had wyverns left among my flying units, which were stationed near the human city as support.)

It's better to give the Temple city at the very end, or conversely, at the beginning, so that the army can build up for the final assault.
The beginning is a vague concept on this map. Where the hero goes is where the beginning will be.
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#51
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Well, for example, near the exit from the Dungeon. There are many trees on the map, so I think you can find a place there.

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#52
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I found a spot underground) let the trees grow =)
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#53
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I tried playing as a Warrior: just like on the previous map, the level of troops in ambushes, quest armies, etc., doesn't depend on the difficulty level, as far as I understand. So, at least the main hero can be leveled up more by fighting neutral creatures. Everything is fine – after the labyrinth, he reached level 21 almost immediately, but: the hero's stats clearly don't match his level. For example, defense is 0(!), and the rest are the same. This is the result of reducing stats on the Path of Outcasts. So, fighting neutral creatures that have grown in strength during a month of wandering in the labyrinth becomes, to put it mildly, difficult – there are no spells, and randomness plays a big role – no matter how hard I tried, I couldn't make him a Master of Mind. As a result, all the efforts to get "Slow" in the labyrinth were in vain. I think the idea of reducing stats on the Path of Outcasts is not a good one, or you need to reduce them not completely – after all, before the stats are reduced, the hero levels up quite well...
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#54
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vadim_t
I tried playing as a Warrior: as with the previous map, the level of ambush troops, quest armies, etc., as I understand it, does not depend on the difficulty level. Then, at least, the main hero can be leveled up more on neutral creatures. Everything is fine - after the labyrinth, he reaches level 21 almost immediately, but: the hero's stats clearly do not match his level. For example, defense is 0(!), and the rest are the same... This is the result of removing stats on the Road of the Outcast. So, fighting neutral creatures that have grown during a month of wandering in the labyrinth becomes, to put it mildly, difficult - there are no spells, and randomness rules - no matter how hard I tried, I couldn't create a Mind Lord. As a result, all the efforts to get "Slow" in the labyrinth were in vain. I think the idea of removing stats on the Road of the Outcast is not a good one, or you need to remove them not completely - after all, before the stats are removed, the hero levels up quite well...
That's not true, it does depend. At least on Light, Medium, and Hard, the difference in the level of ambush troops, etc., is very large. On the Road of the Outcast, stats are always removed in the same way, regardless of whether you leveled up the hero before or not. And there are plenty of places to increase stats, some of them are free. And some of them are generously rewarded by completing certain quests. And neutral creatures no longer grow; everyone (or almost everyone) has a growth limit. They will remain as they are, so feel free to gather your army and kill them; there is plenty of everything for this.
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#55
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Cool map! This is the second time I've played such a good map. Lots of quests, they are interesting, and the gameplay is engaging... :smile49:
Разработка карт для HoMM V

Падение Грифона 136x136

Рельеф - 40%
Скрипты - 15%
Геймплей - 20%
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#56
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Valerichek
Great map! This is the second time I've played such a good map. Lots of quests, interesting ones, and the gameplay is engaging...:smile49:
Thank you for the feedback!
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In reply to MasteR
#57
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Juss456
The neutral creatures don't increase in numbers anymore; they all (or almost all) have a growth limit. They'll stay as they are, so you can safely build up your army and kill them, as there's plenty of everything for that.
Yeah. I spent 2-3 weeks doing quests – I gained about a knowledge boost, instead of 50 Hydras, I now have 200+, and about 80+ upgraded trees near the 2nd-level castle. And it's scary to think how many witches have appeared near the mentor – if there were 500+ of them the first time. And this is on a Warrior, plus randomness rules – no useful skills, no useful spells – I've already opened Utopia twice – it's all wrong.
But the worst thing is that the quests for the sulfur and mercury mines can't be completed: apparently, it's a coincidence: I didn't have 10 mercury at once + I already met the human spy. So – everything from the beginning:mad:
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#58
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vadim_t
Yeah. After spending 2-3 weeks completing quests, the knowledge boost increased from around 50 to 200+, and the number of upgraded trees near the level 2 stronghold increased to around 80+. And it's scary to think how many witches have appeared near the mentor – if there were 500+ of them the first time. And this is on a Warrior, plus random chance rules – no useful skills or spells – I've already opened Utopia twice, and it's all wrong.
But the worst thing is that the quests with the sulfur and mercury mines cannot be completed: apparently, it's just a coincidence: I didn't have 10 mercury at once + I already met the human spy. So, I have to start all over again:mad:
Has anyone else had this problem? I've tested these quests many times, and everything is fine. Regarding the hydras – maybe I just overlooked them when fixing this rare exception, but hydras – even if there are a thousand of them, are far from the most dangerous creatures=). I definitely fixed the witch issue, as well as most of the others. And spells need to be found in Temples; there are suitable ones for all schools of magic. + there are free ones in the labyrinth; you can turn into another passage once and study them; you can still manage to do it before the exit (I added 2-3 extra days specifically for this). And as a last resort, there are also mage towers that give spells.

Added after 4 minutes
I also rechecked the script, and no deviations were found. The only reason for this, as I think, is that you may have killed the orcs at the mines before you went to Warok with the report.
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In reply to MasteR
#59
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Juss456
Has anyone else had this problem? I've tested these quests multiple times, and everything was fine. Regarding the Hydras – perhaps I simply overlooked them when fixing this rare exception, but even a thousand Hydras aren't the most terrifying creatures. I definitely fixed the issue with the Witches, as well as most of the other problems. As for the spells, you need to look for them in the Temples; there you'll find everything suitable for all schools of magic. Also, there are free spells in the labyrinth; you can take a detour and explore, and you'll still have time to reach the exit (I added 2-3 extra days specifically for this). And if that's not enough, there are also Mage Guilds where you can obtain spells.

Added 4 minutes later
I also rechecked the script, and no deviations were found. The only reason, as I think, is that you might have killed the Orcs in the mines before reporting to Warok.
I solved the problem simply: I started again, this time as a Recruit, and before entering the labyrinth, I achieved everything I wanted in terms of the main character's skills. Fortunately, the battles before the stat reset are easy and allow you to start over as many times as you want. Then, I got lucky – in the Mage Guild closest to the Orcs, you can – with some luck – obtain Vampirism, after which the game becomes manageable. By the way, the quest armies showed an interesting effect on Easy difficulty: for example, for the quest Vampires: a right-click shows that there are 35 of them (scouting), the battle starts – and there are still 75, as there were on the Warrior. :)
Small deviations in the labyrinth to get what you need are possible, and I used this. The problem is that, considering the planned strategy, the most important thing is "Slow," and it's located quite far away. So, after obtaining this spell, you can deviate from the route by at most a couple of steps if a chest or a level-up opportunity appears.
So, I'll still try to complete this map to the end.
And, of course, I didn't kill the miners before the report. Perhaps this was related to the Scout quest – now I haven't encountered the Scout before the report about the mines, and everything was OK. By the way, about the Scout – despite the desire to try to get 100 reputation with the Orcs, I couldn't bring myself to sacrifice a woman, even if she's an Orc, on the altar. It's just too cruel: D
And some groups of neutral creatures still grow quickly: even on Recruit difficulty, there were 150+ Witches in the second month... So, I had to eliminate about 50+ Hunters (even with Vampirism) to avoid waiting until there were 1000 of them. Fortunately, on Easy difficulty, you can still deal with them at the beginning.
And overall, like your first map, this one is incredibly addictive. I really hope that there won't be any insurmountable things for me in the second part of the game. :)
But in any case, thank you for a very interesting map!
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#60
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vadim_t
I solved the problem simply: I started over, this time as a recruit, and before entering the labyrinth, I achieved everything I wanted in terms of the main character's skills. Fortunately, the battles before stat allocation are easy and allow you to start over as many times as you want. Later, I got lucky - in the nearest Tower to the Orcs, you can - with some luck - get vampirism, after which the game becomes playable. By the way, the quest armies showed an interesting effect on easy difficulty: for example, for the quest vampires: right-clicking shows that there are 35 of them (scouting), the battle starts - the same 75 that were on the warrior:)
Vampires simply have reinforcements running in from the bushes while you run to attack them:)
vadim_t

Small deviations in the labyrinth to pick up what you need are possible, and I used this. The problem is that, considering the planned strategy, the most important thing is "Slow," and it is located quite far away. So, after taking this spell, you can deviate from the route by a maximum of a couple of steps if a chest or a stat-boosting location appears.
It seems that there is also a "Slow" spell somewhere on the surface, but I don't remember exactly...
vadim_t

So, I will still try to complete this map to the end.
And, of course, I didn't kill the miners before the report. Perhaps this was related to the scout quest - now I haven't encountered the scout before the report about the mines, and everything was OK. By the way, about the scout - despite the desire to try to get 100 reputation with the Orcs - I couldn't bring myself to put a woman, even an Orc, on the altar. It's just too brutal:D
Well, that's why they are Orcs =) If you feel sorry for the poor people, want to help them and save them from the evil invaders, or you are simply a protector of forests, birds, etc., then, of course, you should choose the side of humans and elves. But if you want to crush the remaining forces of humans and elves and their cities, burn everything to the ground, and show no mercy, then Orcs are the obvious choice =) BUT!!! You need to try to earn maximum reputation with everyone, because there are "tricky" quests that encourage this. But if you can't avoid losing reputation in a quest, it's better to always stick to one side.
vadim_t

And some groups of neutral creatures still grow quickly: even on the recruit difficulty, the witch had 150+ on the second month... So, I had to kill about 50+ hunters (even with vampirism) so as not to wait until there were about 1000 of them... Fortunately, on easy difficulty, you can still deal with them at the beginning..
They don't grow... They shouldn't. I checked in the editor - they have a flag set to limit growth. There were that many from the very beginning... Why so many? Because, in my opinion, they guard one of the most important and overpowered things in the game - the mentor.
vadim_t

And in general, like your first map, this one is incredibly addictive. I really hope that there will be no things that are impossible for me in the second part of the game:) .
But in any case - thank you for a very interesting map!
I'm glad you liked it, I hope you can complete it to the maximum and to the end =) P.S. Reward for reaching 100 reputation with one of the factions (humans/orcs) 1) Instant experience gain (500,000-650,000 units) + 3 artifacts (depending on the faction). 2) Instant increase of 2 hero stats by 2 points (depending on the faction). 3) 300 Phoenixes. 4) The "Dominate" spell. 5) Experience increase by 2,000,000 units. 6) The Sandro's Cloak artifact. 7) A message that you are doing great =)
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