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RedHeavenHero
#167
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I'm playing as a "hero." The map has a "medium" level of difficulty, but if you use the game's bugs that haven't been fixed by the developers, it becomes "extremely easy." The bug is this: as soon as the hero casts "evasion," the opponent flees with an army that has every chance of winning the battle. The same thing happens if you have a dwarven composite artifact that automatically casts "evasion" before the battle – without inflicting damage, the artificial intelligence surrenders with any army size.
Does anyone know if there are any fixes for this bug? (otherwise, the map turns into a meaningless beating of the computer opponent)

Added 6 minutes later
Dark magic is learned by developing "keen eye" from the "Education" skill line – along the way, you encounter witches and mummies, and as a result, in the Dungeon, the hero has, with developed dark magic, a general slowdown and general distraction – this is more than enough to defeat everyone.
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#168
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It is known that AI has an unhealthy attitude towards dodging, but I haven't seen it actively running away from it.
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 jjjoker777
#169
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jjjoker777
There's a bug: as soon as a hero casts "Evasion," the opponent flees with an army that has every chance of winning the battle. The same happens if a dwarven composite artifact is present, which automatically casts "Evasion" before the battle – without inflicting damage, the AI surrenders with any army size.
Almost everything is correct. The general "Evasion" spell has a magical property for the AI – it causes them to flee. However, with a full set of dwarven artifacts, the battle does proceed.
jjjoker777
Dark magic is learned by developing "Keen Eye" from the "Education" skill line.
You are right. But it's important to know the map structure, as there won't be a normal place to learn spells. By the time it becomes obvious, the skill stacks are already filled. (I, for example, don't like this "Keen Eye"), retraining just for this is like scratching your right ear with your left foot.
#170
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Completed the map as a "hero" in 9 months. Reached the "mage" level. The map is interesting, primarily due to the battles with dwarves – especially when they are in a city protected by walls and run away while dodging attacks. If the AI used magic more intelligently, for example, with spells like "Divine Retribution," it would be extremely difficult to defeat, but due to the randomness in spell selection and the use of numerous stacks of units like "Zealots," charged with vampirism, it's possible to defeat AI troops with a high threat level. I look forward to other maps from this author. My respects.
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#171
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I can't complete the task within 1 month.
In reply to masgak
#172
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I played version 1.0.4 as a "hero," taking 140 days. Compared to version 0.9, it's significantly easier; it's like going with the flow or against it. In the 1.0.4 revision, there's a certain elegance, and the map has moved away from being just a resource-gathering exercise. I really enjoyed the final battles (against the Rune Keeper and Bertrand). Since I used insider information, I developed "Darkness," and the battles with neutrals didn't cause any significant difficulties. (I'll immediately note that it makes more sense to place the "Slow" spell at the top of the Temple, and "Confusion" at the bottom, in case someone hasn't taken them by level 20 of Dark Magic). I captured the first Castle. The Gnomes clearly weren't expecting it; there was almost no defense in it. Helmar, level 30, appeared, and for some reason, he had partially upgraded troops. After all his troops were left standing, stunned, he used "Burning Wrath" on my cavalry and fled. (This isn't good; in this version, the Gnomes are disposable; they could have fought to the end). I hid in the city from Karl. He's level 26, and his army has over 70 dragons. But he's a real warrior; he died in battle. A couple of Gnomes ran off to the corners, and it was tedious to hunt them down. Besides Varens, there are no other heroes. (Give freedom to Lorenzo! He's very useful). Inga ran away after three turns; none of her spells worked. Ingvar is very weak; he fled almost immediately.
The logistics system remains the same, which I don't like at all: the teleportation is tied to sieges (what's the point of that?), and there's no portal to the city; without it, the journey to the Sulfur Mine and beyond is just a slog. You spend almost a week returning: you go and go, and nothing happens. Gathering 100 units of resources is incredibly tedious (two weeks went by with the hero standing still and pressing the "next turn" button). Due to these delays, the excitement of the map is lost. But it's undoubtedly a strong map, and I recommend it to everyone. Once again, many thanks to the author. :smile02:
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#173
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jjjoker777
I completed it on "Hero" difficulty in 9 months. I reached the "Mage" level. The map is interesting, primarily due to the battles with the Gnomes – when they are in the city, protected by walls, and run away using "Evasion." If the AI used magic more intelligently, for example, "Divine Retribution," it would be extremely difficult to defeat it, but due to the randomness in choosing spells, the slaughter with numerous stacks, such as "Zealots," charged with Vampirism, allows you to defeat AI troops with a high threat level. I'm looking forward to other maps from this author. My respects.
Thank you. I didn't notice any influence of Evasion on the AI's fleeing. In general, its behavior depends on many things.
It's not surprising that it's possible to defeat heroes with a high threat level, considering Varen's specialization.

Added 3 minutes ago
masgak
I can't complete the quest in 1 month.
Are you playing version 1.0.4? It's the easiest one. If you can't do it, try a lower difficulty level. Or with the HoF_Renegades mod, for example.:rolleyes:

Added 17 minutes ago
13га
I completed version 1.0.4 on "Hero" difficulty in 140 days. Compared to version 0.9, it's significantly easier; it's like swimming with the current or against it. In the 1.0.4 revision, there's a certain elegance, and the map has moved away from being just a meat grinder. I really enjoyed the final battles (Rune Guardian and Bertrand). Since I used insider information, I developed "Darkness," and the battles with neutrals didn't cause any significant difficulties. (I'll note right away that it's more logical to place the "Slow" Temple at the top and "Confusion" at the bottom, in case someone hasn't taken Dark Magic to level 20 yet). I captured the first Castle. The Gnomes clearly weren't expecting it; there was almost no guard in it. Helmar, level 30, appeared, somehow with partially upgraded troops. After all his troops were left standing stunned, he burned my cavalry with "Divine Retribution" and fled. (This isn't good – in this version, the Gnomes are disposable; they could have fought to the end). I hid in the city from Karl. He's level 26, and his army has more than 70 dragons. But he's a real warrior; he died in battle. A couple of Gnomes ran away to the corners; it was tedious to hunt them down. Besides Varen, there are no other heroes. (Freedom for Lorenzo! He's very useful). Inga ran away after three turns; none of her spells worked. Ingvar is very weak; he ran away almost immediately.
The logistics system remains the same, which I don't like: the teleportation is tied to the siege (what's the point?), and there's no portal to the city – without it, the journey to the Sulfur Mine and beyond is some kind of drudgery. You spend almost a week returning: you go and go – nothing happens. Gathering 100 units of resources is incredibly tedious (two weeks were spent with the hero standing still and pressing the "next turn" button). Due to these delays, you lose the drive to play the map. But it's undoubtedly a good map; I recommend it to everyone. Once again, many thanks to the author.:smile02:
It has been weakened at the request of many players, because it really was too powerful. By the way, no one forbade Lorenzo. He goes to the tavern when he wants to; you can't force him to go there. Fortunately, you only have to choose two guest heroes in the tavern from 5 options, including Lorenzo.
The ban on using the portal before the siege of Horncrest is necessary so that Varen, when he comes to the witch, doesn't quarrel with the Renegades prematurely, while they are still on our side and haven't besieged the city.
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
#174
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RedHeavenHero
By the way, no one forbade Lorenzo. The game only allows you to choose two guest heroes in the tavern from a selection of 5, and Lorenzo is among them.
.
The situation with Lorenzo was as follows. After capturing the dwarf city, there were two heroes in the tavern. I bought both. I "fed" one to the dwarves, and Gabriel remained until the end of the game. The next day, only one hero, Valeria, was in the tavern. A week passed, and the tavern still had the same hero. Another week passed – again, only one hero (Valeria). For a month, Lorenzo was not found. Apparently, it was the game's doing.
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#175
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Looks like it's the company's doing.
Probably. Regardless, it's difficult to force Lorenzo into a player's tavern after he belonged to the red faction.
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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#176
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Are you playing version 1.0.4? It's the easiest one. If you're having trouble, try a lower difficulty level. Or use the HoF_Renegades mod, for example.:rolleyes:

I took one Dwarf Castle, but then I got wiped out. I'm playing on Recruit difficulty :D. This map isn't for me :smile04:
In reply to masgak
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#177
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masgak
I took one Dwarf Castle, but then I got destroyed, playing on Recruit difficulty :D
This map isn't for me :smile04:
Meet them in the city. If you quickly destroy the enemy's catapult before it destroys the wall, they will most likely retreat.
Карты для Героев Меча и Магии 5
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#178
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they still defeat me))) I replayed the battle before the Castle about 5 times, and won once. But after that, there's no chance, even though I'm in the Castle.
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#179
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Don't you have any mods installed that change the balance? I've simplified it several times already...
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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#180
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A new version, v1.0.5, has been released:
- Ingvar attacks even later.
- Dwarves no longer flee.
- The map no longer contains mods.
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
#181
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RedHeavenHero

- Ingvar attacks even later.
What was wrong with him? The dwarves don't really trust him with a large army (at least in my cases). Usually, you have to chase after him. Helmar is the main one for meeting him. He always attacks within a 1-day travel distance from the first Castle. Karl has the largest army.
RedHeavenHero

- the dwarves don't run away.
That's good, really good.

To avoid repeating myself.
RedHeavenHero

A ban on using the portal before the siege of Horncrest is needed so that Varens, when he comes to the witch, doesn't quarrel with the renegades prematurely, before they are on our side and haven't besieged the city yet.
I measured the distance from the portal to the witch – it's 6-9 days' travel, depending on the logistics (basic – advanced), how you go, and what you pick up. Varens hangs out at the portal, waiting for the siege of the Castle for 2-3 days. The siege usually starts on days 25-26 out of the 30 allotted. It turns out that it is extremely unlikely that he will reach the witch before the start of the city's assault, unless Varens is rushed (for example, led directly to the teleport, without going into the snowy area), and the siege is delayed until the last moment.
Losing days at the teleport leads to the fact that, upon reaching the main road, Varens gets into a local "rush hour": all the enemy heroes with large armies hang out there. Again, he is forced to wait; he needs all the movement points to go far enough onto a side road so that no one intercepts him. You could say, I need to go to the basement urgently, but I keep getting delayed.