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RedHeavenHero
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#136
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I completed the map. The author did a great job, what else can I say? Excellent terrain, the armies (veteran level) were more or less balanced, although the danger level remained in the medium-to-high range. My Lorenzo turned out to be quite strong, but the second hero was much stronger. The dragon garrison was one of the easiest battles, surprisingly.
Разработка карт для HoMM V

Падение Грифона 136x136

Рельеф - 40%
Скрипты - 15%
Геймплей - 20%
In reply to Valerichek
#137
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While I was preparing to write, the map version had already changed significantly. I played version 0.9 on the "Hero" difficulty level. Accordingly, here are my thoughts on it. I liked the map's concept. I didn't notice any obvious bugs. I looked at the forum – many arguments have been made about the difficulty of the monsters in the Dungeon; it didn't seem that difficult to me. I easily defeated a half-legion of black dragons, and the rest were even easier. The Dwarf armies are normal, meaning their growth rate doesn't need to be reduced. But... the entire map is built around hindering the player (random magic, not allowing access to the portal without capturing Horncrest, exorbitant fees for removing barriers – a "Jewish merchant bank," no "portal to the town"). This is disappointing. I replayed it several times. You start to understand what and how things work towards the end of the map. My first attempt with Varen was without any magic (luck, "empathy," "magic of speed," "stone skin," "path of war," education) – it didn't work. I fought off two dwarves, but I had nothing to take the first Castle with. Random spells really ruin the experience (maybe they could be changed to specific ones, say, "light" spells?). Since I saw a scattered Dwarf set, I chose "light." I gave up on logistics (in the first attempt, the hero spent three days near the teleport). The dwarves attacked first (the order is always the same: Karli, Helmar, Ingvar, Inga). Karli had more than 100 Earls/Jarls, more than 30 dragons. I had 10 cavalry and 2 seraphs join me, but that was still manageable. I almost lost to Varen against a weak Inga who had dark magic – "dispel" prevented me from finishing the game. Now is the time to remember Lorenzo. He easily recruited 300 archers in three weeks, besieged Horncrest, and was then pinned down near the Castle and destroyed. (I would like to fight with him, even if it's the last battle). Lorenzo had skilled dark magic with "weakness" and "curse." It's very good that he can be recruited in the Dwarf tavern; ideally, he should be a priority hire (in my case, it was only on the second week). Without him, it would be very boring. Varen is definitely a weak hero – he has few spells and is like a tank with a stick. Result: Varen – level 31, Lorenzo – level 32. The battle with the rune guardian is a nightmare. I have a full Dwarf set, and so does he, plus "eternal misfortune." His troops are held back by Varen's special abilities, but the damage inflicted by human troops on the dwarves is negligible; magical protection constantly triggers on both sides. This is like an all-powerful core meeting an impenetrable wall. I replayed it four times. The computer isn't weak, but it starts to noticeably lag in the middle of the battle. I agree with the wish to "remove the Absolute Protection from this dwarf." Hitting almost 1,000 warriors in this case is like using a pickaxe to dig a tunnel in basalt. Finally, for those who have the strength to read to the end – the animations are excellent. Thank you to the author for the work.
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#138
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The first version of Varen was completely without magic (luck, "empathy," "magic speed," "stone skin," "path of war," education) - it didn't work.

That's why I wrote that it's difficult because that's exactly how I leveled up Varen. I was planning to play as Lorenzo and wasn't prepared for this turn of events at all.

Whatever
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#139
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I liked the map concept. I didn't notice any obvious glitches.
So, there were some?
I looked at the thread – a lot of arguments were made about the difficulty of the monsters in the Dungeon – it didn't seem that way to me. A half-legion of black dragons was easily defeated, and the rest were even easier. The dwarf armies are normal, i.e., their growth rate doesn't need to be reduced.
It's already been reduced. For the average player, the map turned out to be too difficult in version 0.9, especially when playing as a hero.
But... The entire map is built on slowing down the main hero (randomness of magic, they won't let you into the portal without taking Horncrest, exorbitant fees for removing barriers ("a Jewish merchant bank"), there is no "portal to the city"). This is disappointing. I replayed it several times. You start to understand what and how only at the end of the map. The first version of Varen was completely without magic (luck, "empathy," "magic speed," "stone strength," "path of war," education) – it didn't work. I fought off two dwarves, but I had nothing to take the first Castle with. Random spells really ruin the experience (maybe you could change them to specific ones, say, "light" spells?).
And the spell shop didn't help?
Since I saw a scattered dwarf set, I took "light." I gave up on logistics (in the first version: the main hero sat by the teleport for three days). The dwarves attacked first (the order is always the same: Karli, Helmar, Ingvar, Inga). Karli has more than 100 Earls/Jarls, more than 30 dragons. 10 cavalry and 2 seraphs joined me, but that's still tolerable. I almost lost to Varen against the weak Inga, who had dark magic – "remove curse" prevented it from the end of the game.
Again, the growth rate of the dwarves has been reduced, as has their level.

It's time to remember Lorenzo. He easily recruited 300 archers in 3 weeks, besieged Horncrest, and he was pinned down near the Castle and destroyed. (I would like to fight with him, even if it's the last fight).
The player, unlike the AI, has a chance to defeat the enemy hero, but that would spoil the whole picture.
In conclusion: Varen is level 31, Lorenzo is level 32. The fight with the rune guardian is a nightmare. I have a complete dwarf set, he has one too, plus "eternal bad luck." His troops are standing still due to Varen's special ability, but the damage inflicted by human troops on the dwarves is negligible; magical protection constantly triggers on both sides. This is a meeting of an all-crushing core with an invulnerable wall. I replayed it 4 times. The computer is not weak; it starts to noticeably slow down in the middle of the battle. I agree with the wish to "deprive this dwarf of Absolute Protection." Hitting almost 1,000 warriors in this case is like chopping a tunnel in basalt with a pickaxe.
Absolute Protection has been removed.
Finally, for those who had the strength to read to the end – the animations are excellent. Thank you to the author for the work.
Thank you.

Added after 14 minutes
Heroist
That's why I wrote that it's difficult because that's exactly how I developed Varen. I planned to play as Lorenzo and was not ready for such a turn of events.
Although I made a lot of hints that the main hero is Varen. ;)
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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In reply to RedHeavenHero
#140
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Didn't the spell shop help?

The spell shop is a poor consolation. Firstly, it offers spells of level 4-5, while Varens desperately needs basic spells (like "haste-slow," "dodge-scatter"). Varens' fate is decided at the entrance to the dwarf hall, and he still has to reach the shop and defeat the guards. Secondly, the spells that appear there are also random (I got "antimagic" and "holy word" - not very encouraging), and considering the cost of removing the barrier, you have to think ten times whether it's worth giving up 15-25 resources. Again, Varens spends almost a month leveling up (reaching something like level 15), so there is a strong need to decide which magic to develop (or go without magic), but he keeps getting one thing or another: neither good for God nor good for the Devil. Fortunately, at least "regeneration" appeared. Varens has a strong specialty; he is quite good even without magic. For him, the speed of advancement is the key to victory. The sooner he arrives at the dwarf castles, the better the balance of power will be in his favor. In this concept, you just need to move "Hotabych" closer to the first castle for easy access. Otherwise, Varens' wings are severely clipped.
A few words about Lorenzo. The option of besieging Horncrest is the author's idea, so what I'm saying is: "forget about it." However, there are 4 heroes appearing from Horncrest, all with large armies, and they are only nominally involved in the further plot; as I see it, there aren't many people who want to control hopeless battles.
Unlike the AI, the player has a chance to defeat the enemy hero.
Why not give the player that tiny chance to turn the tide of history? I would value this one battle won by Lorenzo much more than all the other battles on the map.
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#141
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I would rate that single battle won by Lorenzo much higher than all the other battles on the map.

As for Lorenzo, he is killed when he is no longer on your side, meaning the battle is fought between two AI opponents. Or would you prefer to control him personally during an unexpected attack from the castle?

Whatever
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#142
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It’s good that at least “regeneration” was included.
It wasn’t included; it’s a preset.
Why not give the player that tiny chance to change history? I would value that one battle won by Lorenzo much more than all the other battles on the map.
Of course, if Lorenzo had won that battle, the history of Ashan would have changed, but I think not for the better. Biara wins the war against the rebels, summons demons with the help of the Griffin Heart, and then total, unconditional doom ensues. Who will save the world? Arantir is busy with the Messiah, Zehir has no one to tell about what is happening in the Empire, and even if he arrives there, he will see not a defeated Lorenzo and a handful of adepts with 5 landlords in tow, but a far more formidable foe. Faydaen is busy restoring Irollan. Railag is also chasing after the Messiah, as is Arantir. Gotai and Kujin? Maybe, but the chances are still diminishing.

And besides, all of this doesn’t fit into the history of the Unicorn Empire. ;)
The Horncrest siege option is the author’s idea.
This was conceived back in Nival, I just developed the idea. Here is a picture from the last mission of Lords of the North.
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Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
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In reply to Heroist
#143
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Heroist
Wouldn't you like to control him personally during an unexpected attack from a castle?
Exactly, replace the computer-vs-computer battle with player (Lorenzo)-vs-computer.
"We are responsible for those we have tamed." The Taras Bulba option is less appealing.
RedHeavenHero
Lorenzo won this battle, the history of Ashan has changed... the universal, unconditional apocalypse is coming. Who will save the world?
You've already created a ready-made libretto for a new scenario. All that's left is to put it on a new map sometime. Historians write history, but not all of its twists and turns are recorded.
In the original, in Lords of the North, Freya is kicked out of the dwarven castle and wanders through the snows (the upper part of this map is used in your version). However, before leaving, she could have turned around, broken through the gates, and given the dwarves a good beating. And what then? Nothing happened; the planned happy ending arrived. All of this is somewhat distracting from the main topic. Let's get back to our sheep. Lorenzo, under player control, may win, but he will most likely lose – there is an opportunity to see what happens. Experience is never superfluous.
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#144
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However, before the battle, you could have deployed her, broken through the gates, and dealt some damage to the dwarves.
Varens can do the same.
Lorenzo, under player control, might win, but he's more likely to lose – you can see what happens. Experience is never a bad thing.
Immediately, questions will arise: "How do I beat the turquoise one, he's so strong?", "Author, what are you doing? You've created such an impossible hardcore challenge.", "I couldn't beat the turquoise one, I got upset and stopped playing."
So, no.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
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In reply to RedHeavenHero
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#145
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I completed it on Veteran difficulty. I realized that the monsters in the dungeon are indeed tough. Some of them survived until the end of the game. I will reduce their stats. And you were right about the spells too. In the next version, I will add temples with dark spells.

The battle with Bertrand, even after eliminating all the knights and angels with the guardian rune, turned out to be not that difficult.
Here are the battles with the Guardian of the Flame Rune and Bertrand.
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Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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In reply to RedHeavenHero
#146
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RedHeavenHero
In the next version, I'll add Temples with Dark Altars.

But what's the point of focusing specifically on Dark Magic?
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#147
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The most useful one. And the light spell can also be learned in the dwarven cities. Otherwise, I don't see the point.
Карты для Героев Меча и Магии 5
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#148
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You can still throw the crystal of secrets somewhere else. Or is it initially with the hero? It's a useful item, by the way.

Whatever
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#149
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It is strictly located in the temple not far from the twilight witch's hut.

Added 8 minutes later
By the way, it was interesting to defeat the dwarf from the second city. He came on the third day after capturing the first city with a huge army. I remember he had a horde of dragons, a horde of jarls, and a bunch of other creatures. I decided to meet him outside the city walls. He attacked. My ballista destroyed his catapult, and he immediately fled.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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In reply to RedHeavenHero
#150
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RedHeavenHero
It's the most useful one. And you can learn the light magic in the dwarven cities as well. I don't see the point in the others.

I mean that learning Dark magic becomes a necessary condition for completing the map, and that doesn't quite make sense for a light-aligned race.
And in general, indulging in necromancy is a "shortcut."

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