Posts from Testers needed.
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Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога
Существа NCF
Орден Порядка: 1
Нейтралы: 1 2 3 4
A dwarf with a giant army is made specifically for one minor quest, but it will be later. "Tedious" voyages can be shortened if you learn the "marauding" skill.
Since the quest will be later, there's nothing to talk about for now. As a side note: Brandt, without logistics, easily catches up with Varens, who has excellent logistics. I didn't forget about "marauding"; I was developing it for Andreas. Due to the delays caused by loading/unloading, Varens' army can be temporarily transferred to Andreas to develop him. For Varens, "death march" (for the green griffins) is more useful. Again, the "genie" on the second map is located away from everything, on an island. On the next map, marauding is not as important; "path of war" is more suitable there.
I have to replay the second map again. Without "slow," the third map is too difficult. Jir is raging.
When talking to the prophet who is looking for the "summoning" book, there is no dialogue window.
The tree that grants level-ups requested 10 gems, but I didn't find any on the map.
Regarding the changes concerning Jira: Now, every player can feel like Napoleon and choose their own Waterloo. The character itself has become even stronger. If last time you had to replay N times, now you need to replay 2*N times to get an acceptable outcome. In my opinion, this battle is the highlight of the map. Nevertheless, it makes sense to ask the "collective intelligence." There is a high probability that Jira needs to be weakened. I couldn't win this battle on the open field even once, leaving me with a combat-ready number of troops. The battle with Bertrand is unremarkable.
The pursuit option has become more dramatic; the chase is located halfway to Varen. However, the structure of the objects in the Dungeon has not changed. For the player who is fleeing for the first time (as is the case with Varen), it is not at all obvious that they need to collect sulfur, and a specific amount at that. By the time they are told everything, there will be no turning back. To make the scripted escape sequence logical in one go, a message should be given at the beginning of the Dungeon about a possible dead end and how to overcome it. Move the resource exchange shop to the end of the path and change the location of the mine guarded by demons (if they go there in the current version, there will be no way to escape the pursuit). If the objects remain as they are, then the pursuit should not descend into the basement, at least for 3 days. (Previously, it was impossible to turn around even with skillful logistics). All battles in the basement are won with almost no losses; the balance of power is normal here. Although this balance depends on the outcome of the battle with Jira.
I completed the 3rd map (version 0.9) as a "hero." The most surprising thing is that I can mostly repeat my previous message about it (#155).
When talking to the prophet, who is looking for the "summoning" book, there is no dialogue window.
The tree that grants level-ups requested 10 gems, but I didn't find any on the map.
Regarding the changes concerning Jira. Well, now every player can feel like Napoleon and choose their own Waterloo. The character itself has become even stronger. If last time you had to replay N times, now you need to replay 2*N times to get an acceptable outcome. In my opinion, this battle is the highlight of the map. Nevertheless, it makes sense to ask the "collective mind." There is a very high probability that Jira needs to be weakened. I couldn't win this battle on the open field even once, leaving a viable number of troops. The battle with Bertrand is unremarkable.
The pursuit option has become more dramatic; the chase is located halfway to Varens. However, the structure of the objects in the Dungeon has not changed. For a player who is fleeing for the first time (as is the case with Varens), it is not at all obvious that they need to collect sulfur, and a specific amount at that. By the time they are told everything, there will be no turning back. In order for the scripted escape to be logical in one go, a message should be given at the beginning of the Dungeon about a possible dead end and how to overcome it. Move the resource exchange shop to the end of the path and change the location of the mine guarded by demons (if they go there in the current version, there will be no way to escape the pursuit). If the objects remain as they are, then the pursuit should not go into the basement, at least for 3 days. (Previously, it was impossible to turn around even with skillful logistics). All battles in the basement are won with almost no losses; the balance of power is normal here. Although this balance depends on the outcome of the battle with Jira.
I added the prophet's message and also added a warning about the ice wall, but not at the beginning of the Dungeon, but near the lava dragons, because otherwise it would be illogical. Although, of course, it can be done so that the prophet gives the hint. I scattered 10 gems in 5 piles. As always, I am grateful for the detailed report. :)
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога
Существа NCF
Орден Порядка: 1
Нейтралы: 1 2 3 4
The map has become much more appealing, although perhaps I have learned how to play better.
I completed the updated, 2nd map (version 0.9) in 3 hours and 3 minutes, which is significantly faster. The map has become more dynamic. With the "slowed down" start, it's much better. I liked the Temple's location. As I understand it, the experience gained in battles has been reduced. In the end, Varen turned out to be level 27, and Andrias - level 25 (there are still enough neutrals on the islands for those who want to level up intensively). Finally, the Silanna skill tree has become relevant, which I haven't felt the need to visit before. (It could be moved from the appendix next to the 3rd Elven castle. Perhaps near Lake Island). The treatise on the diplomatic successes of the lake elves in the quest is too long. I didn't quite understand: has "divine vengeance" been removed from the dwarves in the castles, or has everything remained the same? Ingvar and Helmar were peaceful (there are practically no losses when taking the castle), and Svea burned the entire stack of angels with "vengeance." This was the last dwarven city taken, so the event is not so significant. It would be good to remove Lake Island from the seafaring program (for example, a teleport from the islet where the underground passage from the sanctuary leads). Capturing the city and the dwellings located there does not give the player any benefit: you cannot take troops from there, and it is difficult to get out of the city to any point on the map.
The map has become much more appealing, although, perhaps, I have learned how to manage my resources better.
I made the entrance to the Silanna skill tree from the mainland.
As for divine vengeance: before, it was forcibly made to be learned by all dwarves, now - it depends on how the map plays out.
I will add a portal to Lake Island - the third in the portal system near the sanctuary and on the island, but the approach to the sea will be left as is.
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога
Существа NCF
Орден Порядка: 1
Нейтралы: 1 2 3 4
Regarding divine retribution: previously, it was forcibly taught to all dwarves, now it depends on luck.
I'll make a portal to Lake Island – the third in the portal system near the Sanctuary and on the island, but the approach to the sea will be left as is.
The tree near the 3rd castle is in a bad location. The player leaves there at level 18-20. The tree becomes useful when you start to understand that there are few battles left, and you won't be able to choose a level limit. After taking the castle on this part of the map, there is nothing more to do. I wouldn't specifically sail around to increase the level at the end of the map (there, the dwarves might start chasing you). A good position for the tree is either in a place that the player frequently passes (roads near the Sanctuary, Lake Island – the most likely place to move to via the city portal), or at the final point of the map (Lake Island, the dwarven castle behind the blue tent).
I checked out the 4th map (version 0.9). My impressions are very mixed. The map's architecture is excellent, the dynamics are great, but all this splendor is ruined by the Greenpen Swamp portal with its phoenixes. There are some minor improvements compared to the older version, but the core remains unchanged. I unlocked the portal, and all the elements are working. You can gather more than 11kg of sand, which is more than enough. However, while interacting with the bureaucrat holed up in a hut, I got the feeling that he was about to say, "We banish phoenixes strictly on Thursdays." It seems that throughout this process, Varens is essentially registering ownership of the birds. It's incredibly tedious. In this version, there are no alternatives to contacting the prophet. Everything is already very well-developed, but something needs to be changed here. Let's leave, for example, the sphere and ring for banishing phoenixes, and use the remaining elements for another quest (Dominic is still available). Regarding Dominic, I didn't bother looking further; my interest in the map faded along with the phoenixes. As for minor details, the green Knight-suicides really want to leave Varens without archers. They have large armies, acquired for free (unlike Varens), and surprisingly, they all run around with "Divine Vengeance." Valeria has no "light" (no scroll), but she uses "Vengeance." In one battle, Benedict burned almost 400 red archers at once, and in the next turn, 50 adepts. These losses are irreparable. These battles are secondary, and it would be desirable to reduce the number of knights that rush out – either by reducing their army size or by making them do without "Vengeance" (at least every other one). I couldn't buy a huge number of troops. Approximately 35% remained in the castles. I only trained archers in two castles. At the same time, Elaine had more than 1000 peasants, two heroes had "Treasury" skill, and all the gold mines were captured.
I'll remove "Divine Vengeance," but only from those who have it.
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога
Существа NCF
Орден Порядка: 1
Нейтралы: 1 2 3 4