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In reply to asseco
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asseco
I agree that studying Darkness becoming a necessary condition for completing a map is not entirely logical for a light-aligned faction.
And in general, indulging in necromancy is a "shortcut."
Nevertheless, dark magic is the most effective in fighting opponents who outnumber you several times over. Just one spell of Dominate with Vampirism is worth a lot. I just couldn't find any Dominate spells, though.
Кампании для Heroes V 3.1 (Трилогия):

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Одиночные сценарии Heroes V 3.1:


Незваные гости
Красный кристалл
Синий кристалл
Закат тьмы

Мультиплеерные карты для Heroes V 3.1:

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Yes, take the battle with Bertrand, for example. Without Darkness, you have no chance there.

Added 3 minutes ago
asseco
And in general, being fascinated by Necromancy is a "shortcut."
Darkness ≠ Necromancy

Added 2 minutes ago
And that's not very logical for a light-aligned faction.
And yet, it's a common practice.
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 MasteR
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Juss456
However, dark magic is the most effective in fighting against opponents who outnumber you several times over.
101% agree.
RedHeavenHero
In the next version, I'll add temples with dark altars.
Very good. It's pleasing to hear.
RedHeavenHero
The monsters in the Dungeon are indeed evil. I'll reduce their numbers.
Don't reduce the enemies; you need a sharper sword. Moving in the direction of "darkness" is a step in the right direction; also, give Varen a chance to move faster.
RedHeavenHero
Immediately, questions will arise... "I couldn't defeat the turquoise one, I got upset, and I stopped playing."
So, no...
: :smile52:
So be it. I still have a good opinion of the players' intelligence.
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Don't reduce the enemy's stats; instead, give the player a sharper sword.
No, that's not necessary. Right now, only the monsters stand out so much from the overall balance.
Give Varen a way to move faster.
There's already a ring that gives +10% initiative, and the rest can be achieved through spells.
So be it. I still have a better opinion of players' intelligence.
I wasn't talking about intelligence. I was talking about patience, and not everyone has enough of it to replay the same thing five times.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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So be it. I still have a better opinion of players' intelligence.

Many maps listed below in the section offer a quick playthrough option – but through... considerable effort. I can name at least three right now. This map is more geared towards the Nival style in that it is closely related to the campaign and even the map's design, and ideally, its difficulty should also be similar to a campaign mission – this is all just my opinion. Therefore, the difficulty in it should be ~= the difficulty of the campaign – relatively low.

Whatever
In reply to MasteR
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Juss456
Nevertheless, dark magic is the most effective in fighting against opponents who outnumber you several times over. Just one mind control spell with vampirism is worth a lot. The only problem is that I couldn't find any.

That's not good. It turns into "The Adventures of a Necromancer."

Added 3 minutes later
RedHeavenHero
And yet, it's a common practice.

For lazy players, yes. But if the enemies include monsters that are immune to this magic, it's useless.
In reply to asseco
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asseco
This results in "The Necromancer's Adventure."
I don't quite understand how Varens can be associated with a necromancer (the term means "one who is fascinated by the dead")? Meanwhile, of all the "darkness," only "vampirism" has an allusion (i.e., a hint) to necromancy. The main lever for controlling combat in "Heroes 5" is changing the initiative of creatures. A general speed boost can be obtained even without "light" – "speed magic," but a general "slowdown" can only be taken from "darkness." If there were a perk like "joy of braking," then it would be a completely different story.
asseco
But if there are monsters among the enemies that are not susceptible to this magic, it is useless.
There are no monsters on which dark magic has no effect. There are those that are immune to some of its spells. For example, the Black Dragon – spells do not affect it, but you can apply "vampirism" to your squad. And "darkness" will not be useless.
What to choose from the schools of magic is a matter of preference; tastes differ.
In reply to 13га
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13ga
And "darkness" won't be useless.
What school of magic to choose is a matter of preference; tastes differ.

That's what I'm saying – "for the lazy." You level up dark magic with any race and then have fun and consider yourself the coolest:smile04:
It's a shame that most maps are designed for this.
In reply to asseco
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Version v1.0.4 is out, and it’s likely the last one. It includes:
- Reduced the difficulty of the most challenging monsters in the Dungeon.
- Added several Temples with dark spells.

Now everything is much easier.

Thank you all for your feedback and for testing the map. :)

To be continued...
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 Juice
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Juice
I don't think it's worth simplifying the map because of 3 people who just aren't very good at Heroes:rolleyes: The rest of them managed to complete the map normally.

I consider myself a pretty strong player (without false modesty). But I couldn't complete it on HERO difficulty after many attempts. There's no chance, even in theory. The condition of buying a catapult in a place with such strong guards is simply impossible.
A map that can't be completed on HERO difficulty, even theoretically, isn't quite right.

Added 3 minutes later
asseco
That's what I'm saying - "for the lazy." You level up Dark Magic with any race and then have fun and think you're the coolest:smile04:
It's a shame that most maps are designed for this.
Against you, Necromancers or Orcs, Dark Magic doesn't matter at all.
In reply to Стасс
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Stass
Against you, whether it's Necromancers or Orcs, dark magic doesn't matter.

That's true if they are included in the map. But what if they aren't specifically there? If, in this map, in the dungeon, instead of legions of Dwarves, you put legions of Necromancers, then there will be "significantly more weak players":D
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With Dugald, for example, there are fewer problems on the Hero difficulty level compared to other difficulty levels. And why is it necessary to play on Hero difficulty? The price of a catapult, although high, is not unaffordable – save, don't build Knights, and capture the enemy lumber mill. Let Varrens also gather resources in the dwarven lands.
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
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RedHeavenHero
And why is it necessary to play through the campaign with a specific hero?

I'm challenging myself! ))))))
In reply to Стасс
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Stass
I couldn't beat the HERO level after many attempts. There's no chance, not even in theory.
Be more optimistic. There are more than enough chances. There are so many resources that there will be enough for future constructions. Lorenzo has all the opportunities to grow – he should sweep through the workshop guards like a hurricane. The siege is just a warm-up before the dwarf dungeon; they are just waiting to push another hero below the underground level. Follow the advice of RedHeavenHero (No. 163).

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