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Posts from Unity of the Elements Auto-translated

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Heroist
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#46
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I completed the map on Veteran difficulty, with some restarts, but ultimately succeeded. At least two weekly growth boosts prevent the Demon from destroying your army in a single attack – and there’s a Tear in the city. I bought a couple of growth boosts and then relied on the hero’s spells to win.

-You can acquire many useful spells in the library if you develop the hero correctly.
-You can complete the Prophet’s quest and build two Academy cities, but you need to deal with the Death’s assistants first.

In my opinion, it’s easier to attack the Necromancers – they aren’t particularly strong in attack. All you need is the Sar-Issa Robe and a fireball dealing 3000 damage. Did you unlock the second treasure chamber? With an artifact that provides a bonus to spellcasting?

Added 1 minute ago
By the way, I added a Fire Wave to the boss – the problem is that he doesn’t want to use it…

And also – he’s an elemental, so you wouldn’t have been able to Control him anyway.

Whatever
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#47
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Heroist


Added 1 minute ago
By the way, I added a fire wave to the Boss – the problem is that he doesn't want to use it...

And also – he's an elemental, so it wouldn't be possible to control him anyway.
Does he use the chain spell?

Well, that's good. There's also Sandro's cloak, and it would be possible to counter him with Unwavering Will + Ice Calm, but that's unnecessary – let's leave it as is.:smile20:

Added 54 seconds ago
An elemental and no immunities to elements?
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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#48
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Yes, I just remembered that. Immunity to Fire, Water, and Earth, of course. But now, he moves across the battlefield at a snail's pace and one-shots groups of monsters. It would be better to have him cast Wave a couple of times, and then, lacking mana, send him into battle. Maybe bind it to a battle script...

Whatever
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#49
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Heroist
Yes, I just remembered that. Immunity to Fire, Water, and Earth, of course.

But now, he moves across the battlefield at a snail's pace and one-shots groups of monsters. It would be better to make him cast Wave a couple of times, and then, when he runs out of mana, send him into battle.

Maybe attach a battle script...
Wave of Fire doesn't consume mana, even though it has a certain cost. It's a bug.
How will the script control him? Cast Wave twice, and then do whatever he wants?
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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#50
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I think so. I just don't know if it's the "area" or "aim" spell.

Added 8 minutes later
It turned out to be quite interesting: the boss moves and casts spells simultaneously (I made it possible thanks to the function of casting during the attacking unit's turn). Maybe it would be better to simply enable it, like in the campaign – the spell is cast automatically every 3 turns? Or 4. Then the battle will be more challenging, and you'll have to act faster.

Whatever
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#51
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Heroist
I think so. I just don't know if it's an area or aim spell.

Added 8 minutes later
It turned out to be quite amusing: the boss moves and casts at the same time (I made it happen thanks to the function that allows casting during the attacker's turn). Maybe it would be better to simply enable it, like in the Campaigns – the spell is cast automatically every 3 turns? Or 4. Then the battle promises to be more challenging, and you'll have to act faster.
Wave of Fire - global
Chain Lightning - aimed.
To make it so that it only casts and doesn't move, the function should return 1 (or any other value different from nil). If the function returns nil or nothing, the unit does what it intended to do.
And why during the attacker's turn, and not the boss's turn?

Added 51 seconds later
Maybe it would be better to simply enable it, like in the Campaigns – the spell is cast automatically every 3 turns? Or 4. Then the battle promises to be more challenging, and you'll have to act faster.
Where is this the case?
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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#52
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In my opinion, it's more interesting during the attacking turn. You could probably add a boss as well. But he rarely gets a turn.

Yes, I forgot to mention. I decided not to create a chain; Walls will be enough. Every three turns, a Wall will be launched, without affecting the boss's turns. This will increase the difficulty.

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#53
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Heroist
In my opinion, it's more interesting during the attacker's turn. You could probably use a boss for this. But he rarely gets a turn.

Yes, I forgot to add that. I decided not to create a chain; Walls will be enough. Every three turns, a wall will fly, without affecting the boss's turns. This will increase the difficulty.
Maybe that's better. Will there be an animation? :rolleyes: With such initiative, it would be weak to have the boss spend his turn on a wave.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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#54
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P.S. I tried it on Recruit difficulty...
1) the script for 200 mana doesn't work: mana is taken, but the city isn't given.
2) I didn't quite understand the difference between a Warrior and a Recruit. It became harder earlier than on Warrior difficulty....For example, the apprentice mages happily defeat the Titan in the test, while the Great Mage
the player character just stands around (even with all the upgrades like Wizardry, Morale, etc.)
Sorry, the quest worked - I had to "kiss" the mage for the 3rd time... And the city, I realized, is given for completing a certain amount of quests...

vadim_t - I apologize, I didn't notice your message! ;)

Regarding the difficulty - I'll take a look now and see what's going on. But it shouldn't be the case that apprentices become weaker.
And also - it's better to take reinforcements of Djinns - and calmly complete all the given tasks.
Regarding the city - yes. It is given for completing a certain amount of quests (it seems, about 85%).

Added 1 minute ago
RedHeavenHero
Maybe it's better this way. Will there be animations? :rolleyes:

Animations? No problem.

Added 3 minutes ago
diff18 = 15
diff19 = 7
diff20 = 10
diff21 = 10
diff22 = 5
diff23 = 3
diff18 = 18
diff19 = 10
diff20 = 13
diff21 = 13
diff22 = 8
diff23 = 6

Here are the numbers of mages on Recruit and Warrior difficulty.

Added 8 minutes ago
Okay, I made the animations, and everything looks quite nice.

Added 7 minutes ago
Are there any other requests? In principle, I can already release a new version.

Added 32 minutes ago
I updated the map. For now, without the final cutscene. I tried to take into account all the advice and suggestions.

V.1.0.2:
-Fixed minor visual errors when viewing videos.
-Added descriptions to quests where you need to return to the Archmages.
-Removed the regular Lightning spell from the map.
-Shaiharadia was moved slightly so as not to interfere with the movement of caravans.
-The boss received new abilities. Among them: Crystalline Scales, Mind Control Resistance, Fire Wall instead of Lightning, Immunity to Fire, Water, and Earth elements, and others.
-Some spells have been removed from the library, including Summon Ilm-Hildjra.
-Fixed an error with the pre-final cutscene, with the duplication of elementals.
-Removed the ability to get the Dragon Set effect.
-Fixed a bug with teleportation from the Abyss, when answering the mage's riddle incorrectly.
-Fixed an error with the game difficulty.
-Added animation to the Boss - cast, when summoning the Fire Wall.


The download link is posted in the topic header. Have a nice game.
Thanks to everyone for the testing!


Added 38 minutes ago
I found and fixed several serious bugs. I uploaded a normal updated version.

Whatever
#55
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I don't know, I don't know. The main problem is that by the time it's the hero's turn, he no longer has an army. Of course, his spellcasting, magic, and other skills are maxed out. Morale and luck are at their highest. Okay, I'll try a new version and experiment with different skill builds. But I doubt I'll be able to complete this map – the recruit level on it doesn't help, but rather hinders.
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#56
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A Recruit cannot cause damage by default – everything has been changed for the better in that regard. Well, I don’t know, I repeat, I haven’t had this kind of problem. Of course, you get the town with at least a three-month head start, but that’s not fatal; a couple of weeks with the Tear of Ashera reduces this head start; and if you play on Recruit, it reduces it almost by half. That is, the enemies are only twice as strong as you. Did you complete the Sphinx’s quest to level up? Did you get the Robe of Sar-Elam? Added after 2 minutes In fact, I don’t even know how it can be made simpler. After all, the enemies have practically no towns, and the heroes have no more than 300 skeletons in their army. The only way to level the playing field is to get the town earlier, but that already breaks the map’s plot too much... Added after 1 minute I’ll launch it on Recruit now – I’ll play through it.

Whatever
In reply to Heroist
#57
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Heroist
A recruit cannot deal damage by default – everything has been changed for the better in that regard.
Well, I don't know, I'll repeat, I didn't have any problems of that kind. Of course, you get the town with at least a three-month head start, but that's not fatal; a couple of weeks with the Tear of Ashera reduces this head start; and if you play on Recruit difficulty, it reduces it almost by half. That is, the enemies are only twice as strong as you.

Did you complete the sphinx's quest to level up? Did you get the Robe of Sar-Elam?
Of course, I got it and cleared everything, and it took me a month. The Necromancer's army, which met me in both attempts, practically didn't change on Recruit difficulty compared to Warrior difficulty. Therefore, all the "advantage" of Recruit difficulty is a lower level of the main character due to weaker neutrals.
It's clear that you need to stay in the castle and build up your army, but it's too boring to do that. I'll experiment with leveling up – maybe it will allow the main character to move around before his entire army is wiped out...:mad:
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#58
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vadim_t
Therefore, the entire "advantage" of Recruit mode is a lower level for the main hero due to weaker neutral creatures.
In Recruit mode, each creature receives significantly more experience than in a regular game.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
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#59
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Started playing on Recruit difficulty – got a town within a month. Didn't find any bugs. Attacked Necromancers – one attacked me, and I chased down the other. Played like a complete newbie, not really worrying about losses. Only regretted losing a Rakshasa a little bit against Zoltan.
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Whatever
#60
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I don't know, I don't know. In both battles, "my" Ravenna's army was similar to the combined armies of your two Necromancers... As I recall, it was 64 Archliches + 25 Liches (1st upgrade) + 85 Vampire Princes + about 20 Messengers, etc....

Added 1 minute ago
By the way, in both battles, you kill a Titan. Where did the second one come from?