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In reply to 13га
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#151
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Understood: I need to make the game more dynamic after the cities are captured, possibly by introducing dwarves with armies comparable to the main heroes. This will give the player some choice: either capture all the cities and then defend against powerful heroes, or leave the AI player with a city and endure its raids.
I'll try to make the AI a little smarter so that it can effectively destroy units in a single turn. And vampirism will be removed.

Added 2 minutes ago
psatkha
I couldn't complete it without ore... the mission failed! :(

Sincerely, Psatkha
Thank you for taking the time to test. The first mission may be too difficult, but this will be fixed in the next version. However, it shouldn't cause any problems on lower difficulty levels.

Added 5 minutes ago
The last mission will probably need to be redone, as it is clearly too dense. It used to be 136x136, but I thought that would be too much... so I guess I was right.
I will also remove any unnecessary files from the Campaigns archive.

Thank you all for testing. :)
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#152
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Oh, I just saw your message now. Unfortunately, I don't have the saves anymore, as I managed to ruin all three autosaves, each time trying to bypass the game crash in the middle of the playthrough. Regarding remaking the mission, I'm not sure why the last mission shouldn't be overly challenging.
However, reducing the hero to level one definitely needs to be removed – it's not very logical, and it also eliminates the point of leveling up Andrias in the second mission (and spending money and time on a mentor, respectively).

Whatever
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#153
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I'm not sure about reworking the mission; why shouldn't the final mission be densely populated with enemies?
However, reducing the hero to level 1 definitely needs to be removed – it's not very logical, and it also eliminates the point of leveling up Andrias in the second mission (and spending money and time on a mentor, respectively).
Otherwise, this will have to be compensated for with countless hordes of neutral creatures and strong enemy heroes and/or by limiting the player's development, and for that, the map would still need to be reworked, and besides, there's nowhere to expand on a 96x96 map, right?
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#154
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Otherwise, this will have to be compensated for by countless hordes of neutral creatures and strong enemy heroes and/or by limiting the player's development.
Isn't that exactly what the final mission should be like?
and for this, the map still needs to be reworked, and in general, there is nowhere to expand on a 96x96 map, right?
Yes, that's absolutely correct...

Whatever
In reply to Heroist
#155
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I completed the third mission of the 0.8.1 version of the Campaigns on "Hero" difficulty. I liked the map. It doesn't have any major complexities. The beginning is more interesting. This interest is created by the battle with Jiro. The battle heavily depends on luck. You can win the battle relatively easily, or you can get a "Pyrrhic victory." The type of arena and Jiro's morale, which he has in abundance, also play an important role. I am somewhat in favor of changing the composition of his army – paladins/cavalry, leaving only one stack. If they take away his "vampirism," the skirmish will turn into a fatal one. (And the entire map will become difficult to complete: just the packs of wolves are a problem). In contrast to this battle, the final battle with Bertrand is easily won, with very few losses. I found a minor flaw on the map. When talking to the prophet, who is looking for the "summoning" book, there is no dialogue window. The phrase "the tasks have been updated" appears immediately. You can read the task in the menu section, but it would be nice if the prophet at least said "hello." Also, the skill tree for leveling up required 10 gems, which cannot be collected on the map, and there is not enough money to buy them. As I understand it, this is a random event. But it would be better to add some gems to the map.
The fourth map on "Hero" difficulty took me 2.5 months to complete. The terrain design is very good. Most of the gameplay is engaging. I didn't understand the idea with the witch. Varens has enough troops; the undead are unnecessary. Everything pleased me until I reached the portal with the phoenixes. I wanted to defeat them, but I read that there is a prophet nearby who can help with them. I sent Varens to him, but this wizard said so many things that I realized I needed to return to the original plan – it will be easier (replay attached). If it were possible to collect sand from the beginning of the map, if it were possible to free the mages with a secondary hero, the birds would be alive. But as it is, have mercy! You can't delay the end of Dominick's story so much. The battle with Laslo causes the game to freeze in half of the cases (I played 4 times, and it froze 2 times). In the battle with Dominick, "subjugation" causes the game to freeze when the turn reaches the subjugated unit. This effect does not occur with other scripted heroes. I couldn't figure out the yellow key holder – I watched the cutscene, but I didn't get the key. Is that how it's supposed to be?
In the fifth mission, Andreas started as a level 1 hero. This bug has already been described; I will wait for the new version.

I saw that you will be reducing the number of monsters on the first map – that's a pity. I think it is the most exciting and successful of all the maps I have played in the Campaigns in version 0.8.1.
In reply to 13га
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#156
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Vampirism creates an imbalance. An even greater imbalance is created by specializing in Varen, and if the map is difficult, you can even use a scroll. Everything else can be fixed. Regarding the fourth mission: the witch's task is a test of attentiveness. What's strange to me is why everyone heads to Zelgrad only at the end of the mission – doesn't the battle between humans and the undead attract them? I'll have to make this quest time-sensitive; fortunately, it will fit well with the plot. Collecting monacite from the very beginning is illogical: who would dig in the sand without knowing where to use it? I agree that it would be more convenient to have tasks performed not only by the main hero; I will rework it. Thank you for the test and the detailed feedback.
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In reply to RedHeavenHero
#157
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RedHeavenHero
if the map is difficult, you can also use a scroll.
“Vampirism” in the form of a scroll seems optimal to me. Most of the campaign can be completed without it. Only the third map is critical for having this spell.

Regarding the fourth mission. One thing that seems strange to me is why everyone heads to Zelgrad only at the end of the mission – doesn’t the battle between humans and the undead attract them?
I got involved in this battle at the beginning of the mission. A little about my logic in searching for ways to develop on the map. Initially, I went, broke through the outpost, and even tried to capture the castle. But, with morale in the negative, the losses did not justify what was gained, and morale remained negative. I replayed, moved towards the witch. I didn’t like her offer. I replayed again, went straight along the road, and saw an offer to join the battle between the undead and humans. Since I didn’t need the undead, the choice of side was clear. After the battle, I received not only reinforcements but also “morale” became normal. I escorted Arantir and then passed through the garrison.
The option with a time limit for reaching the necropolis castle doesn’t seem so necessary to me (but I agree, it’s logical). Those who like to play with low morale can follow their own paths. Perhaps it is better to guide the player with some verbal message. For example, at the fork in the road to the witch, give a message that the undead/humans are waiting for help from Varen.
It is illogical to collect monacite from the very beginning: who would dig in the sand, not knowing what it could be used for?
Whether the player picks up monacite or runs past it is already the player’s choice. The main thing is to give him the opportunity to choose. The fact that he doesn’t know yet what the sand is for is not so important. By the time he receives the task, he will have at least a small head start. You need to pick up more than a dozen piles of sand – that’s a lot. In my case, I would trample around a map where there is almost nothing left, just picking up sand. With three heroes involved, the task would take a week or two. And by the time the task is received, Varen’s army is an order of magnitude stronger than the enemy – Dominick, even though most of the troops were in the hands of secondary heroes. If you leave the possibility of collecting sand only after communicating with the prophet, it would be better to reduce the number of piles (the required amount) or organize a “deposit” of sand – all the piles in one area (with good protection, as something particularly valuable).
And what does the yellow key block access to?
In reply to Heroist
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#158
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Heroist
Oh, I just saw your message. Unfortunately, I don't have the saves anymore, because I managed to ruin all three autosaves, each time trying to bypass the game crash in the middle of the playthrough. Regarding remaking the mission, I'm not sure why the last mission shouldn't be overly challenging.
However, lowering the hero's level to level 1 definitely needs to be removed - it's not very logical, and it also eliminates the point of leveling up Andrias in the second mission (and spending money and time on a mentor, respectively).
I decided not to remake the fifth mission from scratch. After testing it without any extra mods, I realized that 96x96 is a normal size. As for lowering the level: it will still happen, but not to level 1, but to a higher level, so you'll need to level up Andrias in the second mission as much as possible so as not to be left empty-handed in the fifth.
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#159
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What about the crash? Unfortunately, I can’t play the mission again right now. By the way, it’s quite possible that the crash occurred because I was trying to capture one of the outposts from the wrong side. As I wrote above, it was impossible to pass through it, but it was possible to attack.

Added after 57 seconds
I mean, there might be a daytime trigger in the map that crashes the game if a certain parameter is violated by the player.

Whatever
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#160
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Heroist
What about the crash? Unfortunately, I can't replay the mission right now. By the way, it's quite possible that the crash occurred because I was trying to capture one of the outposts from the wrong side. As I wrote above, it was impossible to pass through it, but it was possible to attack.

Added after 57 seconds
I mean, there might be a daytime trigger in the map that crashes the game if a certain parameter violated by the player is not met.
Yes, it's most likely his fault. However, there is only 1 dialogue in the trigger.
Try starting this mission again and immediately enter the following in the console:
@StartDialogScene(DIALOG_SCENE_VISSARION)
If it crashes again, then something is wrong with the dialogue; I will look for errors in it.
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#161
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No, the dialogue starts correctly. So, it must be bugs on my end. I'll play the fifth mission after it's updated and refined.

Whatever
In reply to Heroist
#162
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I'll continue here about the new version of the campaign.
I completed the first mission of the campaign (version 0.9) on the "hero" difficulty in exactly 5 weeks. I had to skip 6 days due to a week of "balance." (The battle with the necromancer, with low morale and luck, is extremely costly). I liked the changes around the castle in the place of the former bridge. I cleared all the neutrals along the way to the crypt, and after the battle with Vlad, I hit the development limit. I was very lucky with acquiring skills (I quickly got "fire arrows"), but I got the impression that the neutrals in this version are weakened. The balance of power can be considered normal. It seems that there are more resources on the map, and I didn't notice any difficulties in building the castle. I didn't encounter any bugs. I wrote something similar about the previous version, and I'll repeat it now - Andreas's first aid tent is very useful, but it can only be bought for a high price in the castle (there is no extra money on the map). It would be good if there was a place to sell wagons somewhere. The battle with Vlad has become mandatory, the completion time has been significantly increased, and other minor simplifications have taken away the soul of the map. I am very disappointed. In the attachment are two key battles from the map. They are somehow bland, simple, and lack a thoughtful approach from the player.
In reply to 13га
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#163
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Week 13
I'll continue here about the new version of the campaign.
I completed the first mission of the campaign (version 0.9) on "hero" difficulty in exactly 5 weeks. I had to skip 6 days due to a week of "balance." (The battle with the Necromancer, without morale and luck, is extremely costly). I liked the changes around the castle in the place of the former bridge. I cleared all the neutrals along the way to the crypt, and after the battle with Vlad, I hit the development limit. I was very lucky with acquiring skills (I quickly got "Fire Arrows"), but I got the impression that the neutrals in this version are weakened. The balance of power can be considered normal. It seems that there are more resources on the map, and I didn't notice any difficulties in building the castle. I didn't encounter any bugs. I wrote something similar about the previous version, and I'll repeat it now - Andreas's first aid tent is very useful, but it can only be bought for a high price in the castle (there is no extra money on the map). It would be good if there was a place to sell wagons somewhere. The battle with Vlad has become mandatory, the completion time has been significantly increased, and other minor simplifications have taken away the soul of the map. I am very disappointed. In the appendix, there are two key battles from the map. They are somehow bland, simple, and without a thoughtful approach from the player.
Thank you for the test.
Yes, the map is now much simpler compared to the old one. I did this because there aren't that many professionals like you, and I don't want to create insurmountable obstacles in the first mission. Recently, after carefully cleaning the data from mods and replaying "The Lost," I realized that even despite all the simplifications that were made, the actual difficulty level is much higher than intended. Although you were really lucky with Fire Arrows, sometimes even the tent only appears after Vlad...
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#164
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Okay, I played, and didn't notice any bugs! o_O
I'll look more carefully.
Question about the second mission: will the dwarves from the closest dungeon to the garrison still not go and attack the human castle?
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#165
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It depends on them. If they feel they can capture the Borderlands, they will do it.
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