Skip to content

Posts from Testers needed.

Mapmaking Closed Topic
No ratings yet — be the first to rate!
User Avatar
Auto-translated
In general, on each map, constants are assigned script names for heroes (Andreas, Varence, Dominic, Menelag...).

Added 10 minutes ago
Rexsar
Thanks))
10 characters

Added 50 minutes ago
Map 2 - the bugs are the same, nothing new - everything is written above. Regarding the map itself:
1. It would be good to reduce the stacks of neutral creatures. It makes sense to keep large stacks in garrisons and key portals/entrances to dungeons. Everything else doesn't make sense - it's just unnecessary hassle and a waste of time; it's better to add a couple of Silvanus Ancients, in my opinion.
2. After defeating the green player, the map becomes tedious to clear - the brown player just sits and waits for me to come and beat him up. Considering the hero's development, the losses during castle assaults are 0 units, so what's the point of him accumulating troops there? Partly because I joined with one and a half thousand infantry and about 300 cavalry. With such an army, the battles have turned into a farce.
3. None of the castles had a slow spell - that's a pity. It's a key skill for the Dark faction. I would like to have the opportunity to obtain it, for example, through a level 1 Temple.

Added 23 minutes ago
Heroist, what would the code look like to move the second hero? There's a level-up point near the castle.
1. I will remove the strong monsters. 2. I will make it so that the joining troops do not grow over time.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

Существа NCF
Орден Порядка: 1
Нейтралы: 1 2 3 4
User Avatar
Auto-translated
pardon, have all the changes been applied to the description as well? it doesn't seem so...
or did I not download the updated map?
yes, that's correct, 10% initial))
In reply to Eleondor
User Avatar
Auto-translated
Eleondor
Excuse me, have all the changes been applied to the description as well? I don't think so...
Or maybe I haven't downloaded the updated map?
This will be in the next version, not in 0.8.1.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

Существа NCF
Орден Порядка: 1
Нейтралы: 1 2 3 4
Auto-translated
Eleondor, there will be a lot of text now + replays and 4 saves will be below.

Week 1:
Day 1 - take peasants, kill ogres.
Day 2 - take a club, clear the city, build peasants.
Day 3 - capture the sawmill, build a market.
Day 4 - clear out undead and orcs, build a town hall.
Day 5 - build a mage guild, upgrade the club.
Day 6 - clear out zombies, build a farm, upgrade the club again.
Day 7 - clear out vampires, build archers.
_________________________________________________________________

Week 2:
Day 1 - build a forge, clear out fire elementals, clear out the outpost.
Day 2 - visit the stables, build assassins, clear out daughters of heaven.
Day 3 - clear out minotaurs, take the boots and clover, don't build anything.
Day 4 - build a magistrate, take the peasants, run to the workshop, visiting the idol and flag along the way.
Day 5 - continue running, build barracks.
Day 6 - clear out undead, construction is finished.
Day 7 - clear out masters, run to the stables.
_________________________________________________________________

Week 3:
Day 1 - buy peasants and infantry - I got 85 assassins and 51 infantry.
Days 2-3 - run after them.
Day 4 - clear out the archer tower. Whether to join or not is up to you, I didn't.
Day 5 - clear out ghosts and dryads.
Day 6 - run to the workshop.
Day 7 - skip a turn near the workshop.
_________________________________________________________________

Week 4:
Give wood, join the units at the archer tower, upgrade infantry to zealots, buy troops.

_________________________________________________________________

Week 5:
Day 1 - buy troops, clear out the necropolis, get on the ship. The army before clearing out the necropolis looks like this:


Day 2+ - sail and clear out the yellow faction.

The map is well-designed in terms of timing. I don't see a reason to increase the time limit.

Now about the save replays:
Auto-translated
More precisely,
In its current state, you could rename it to a hero, slightly buff some neutral creatures, for example, you could easily add a dozen or so units to the fire demons, but without going overboard. =)))
Veteran - slightly weaken some neutral creatures and add a week to the time limit.
Recruit and Warrior - add another week to the time limit and weaken the neutral creatures.

Is it possible to implement this?
User Avatar
Auto-translated
Oh, I'm downloading it) I'll check out how you played it soon)).
I'm watching...
Well, what can I say, I take my hat off to you, you played amazingly! I have something to strive for (((
In reply to RedHeavenHero
Auto-translated
RedHeavenHero

I replaced the Higher Vampires with 100 Bone Warriors.
I also increased the duration to 8 weeks (from 5, not 4).
The increase in the duration to 8 weeks on this map makes me sad. The entire map can be completed in 3 weeks; considering various difficulties, 5-6 weeks seems reasonable. The charm of the map lies in its dynamism. To some extent, it becomes an instant lottery: you make your bet and almost immediately get the result. At the same time, the map forces you to calculate and analyze, i.e., it helps the player correct the mistakes they make. The fact that you can fail at higher difficulty levels is great; you can always choose a lower level, but there are still peaks to strive for. If we consider simplification, then essentially only the power of the Orc army matters. By reducing it, you can achieve the desired result. In my opinion, the core of the Orc army is the Assassins; they are the ones who determine the outcome on the battlefield. Without them, the outcome would be completely different. Another "problematic" point: the defense of the Archer Tower has already been simplified. I didn't particularly like the Ghosts there, but replacing the Vampires is not bad. And returning to what I wrote earlier, it would be good to make the piles of stones multiples of 5. This small detail allows you to plan the development of the castle. The value of buildings in the first week cannot be overestimated. As long as there is a General limit on stone, it's like an average temperature in a hospital.
In reply to Eleondor
Auto-translated
Eleondor

Well, what can I say, I take my hat off to you, you played great!

Thank you)))

Added 7 hours 54 minutes ago
3rd map - no bugs encountered, difficulty - very easy, battles without losses. Andrias just ran around somewhere and then disappeared.

4th map:


I can't get the powder. What do I need to write to make it 10k? I currently have 9300 something.

Regarding the map itself:
1. The AI is too easy - the most difficult battle is capturing the 1st city, all other battles are fought with the loss of 2-3 thugs, and in the worst case, you can lose a couple of adepts. The strongest hero is the one guarding the tent, the only one who killed 3 horses and 17 adepts, and the only one I put 2 stacks on (horses and adepts) in all other battles, only adepts + 3 single thugs participate.

2. Scripted heroes are running around. They don't add difficulty, but they mess things up by getting in the way. In my opinion, it would make more sense to make capturing cities more difficult.

3. It's better to place the Prophet's hut near the 1st Castle; it turned out that I defeated the green one, and only then found the prophet. Now I have to run along the old route again + the script is now bothering me - I had to go back twice and chase after this script - I lost a month on this - what's the point? Until the 3rd hero appears in the far corner.
User Avatar
Auto-translated
There's a bug there, and you can't pick up that powder. Look around some more. If you can't find it, I already wrote the script commands for teleporting the hero a little higher up; teleport right in front of him, pick it up, and teleport back.

I'm still curious when someone will reach the fifth map. It's just... I don't know. I need to find out if it crashes in the middle of the game for everyone...

Whatever
In reply to RedHeavenHero
Auto-translated
Where is the sphere of light located? I've already explored the entire map. I don't want to manually fight 10,000 Phoenixes.

Added 57 minutes later
Found it in the Sanctuary... In my opinion, its description should be changed.

The final battle should be made significantly harder. It wouldn't hurt to increase the stats as well.
I killed them with just Adepts.
In reply to Rexsar
User Avatar
Auto-translated
I'm still curious when someone will reach the fifth map. It's just... I don't know. I need to find out if it crashes in the middle of the game for everyone...
Can I save the game?
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

Существа NCF
Орден Порядка: 1
Нейтралы: 1 2 3 4
In reply to Rexsar
Auto-translated
I completed the first mission, "Prisoner," version 0.8.1, on "Hero" difficulty. I've attached a replay of the final battle. The map's balance is perfect – it's as balanced as can be. A few details: I couldn't build the archer tower in the first week because I was short one stone. I also didn't buy the last batch of monks and archers from the tower due to the potential for a bottleneck on the bridge. I sailed to the Orc Castle, buying troops in the fourth week, without encountering the Necropolis – as expected, it didn't manage to capture its Castle. Also, increasing the time limit benefits the Orc, as its troop numbers increase faster than the player's.
This map made an overwhelmingly good impression on me. All that needs to be changed are purely cosmetic adjustments (shorten/move the bridge, adjust the number of stones in the pile). Provide some verbal hints to the player about the winning strategy. Something like: "Each day in captivity brings Warren incredible suffering – hurry, in 5 weeks it will be too late." And regarding the Necropolis – don't insist on mandatory city defense; use a different wording.
In reply to 13га
User Avatar
Auto-translated
13ga
I completed the first mission, “Prisoner,” version 0.8.1, on “Hero” difficulty. I’m attaching a replay of the final battle. The map’s balance is perfect, like a sphere – you can’t add or subtract anything. A few details: I couldn’t build an archer tower in the first week – I was short 1 stone. I also didn’t buy the last batch of monks and archers from the tower – due to a potential bottleneck on the bridge. I sailed to the Orc’s location, buying troops in the 4th week, without encountering the Necromancer – as expected, he didn’t have time to capture the castle. Also, increasing the time limit benefits the Orc, as his troop numbers increase faster than the player’s.
The map made an overwhelmingly good impression on me. All that needs to be changed are purely cosmetic adjustments (shorten/move the bridge, the amount of stone in the pile). Give the player some verbal hints about the winning strategy. Something like: “Every day in captivity brings Warren incredible suffering – hurry, in 5 weeks it will be too late.” And regarding the Necromancer – don’t insist on mandatory city defense; give a different wording.
Thank you. I’m very glad you liked the map. :)
I will remove the western bridge and replace it with an isthmus with resources (gold and ore). As for the Orc’s army, it depends only on the difficulty; there are no breeding dens in his city, and they are prohibited from being built. Only trappers are added, thanks to the specialization.
It won’t be interesting without the Necromancer. To ensure he reaches the city before the player sails away, he will appear 1 day earlier, but he will be weaker and without a phantom.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

Существа NCF
Орден Порядка: 1
Нейтралы: 1 2 3 4
In reply to RedHeavenHero
Auto-translated
RedHeavenHero
To ensure he reaches the city before the ship departs, he will appear one day earlier, but he will be weaker and without the Phantom ability.

The Phantom ability isn't a problem – he doesn't know how to use it.

Added 3 minutes later
13ga
He sailed to the Orcish castle, buying troops on the 4th week, without encountering the Necropolis – as expected, he didn't manage to capture the castle.

He got lucky! In the 1st version, the Necropolis would come with fifty high-level Vampires plus hordes of skeletons. With the army you have for the Orc, he wouldn't have been able to reach it.

Added 53 seconds later
In the updated version, is the bug fixed where the hero starts the 5th map at level 1?

Statistics

Welcome our newest member: Emil