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#166
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yeah... from trickery XD
In reply to Eleondor
#167
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Tried playing the second map (version 0.9) as a "hero." Restarted twice. The first time, I couldn't find "slow" and "weakness" spells in 6 Castles. The map leaves a rather bleak impression. In the old version, the map was somewhat tedious; the new version is actively unpleasant. The amount of "meat" on the map remains excessively high. A battle for a mine (~200 Hydras) gives Adrias (a secondary hero) almost 2 levels (19-20). I can't call that normal. After a few battles, he's already hit the unit limit. Varens, starting at level 1, reached level 28 just by defeating Elven heroes. Meanwhile, the story is far from its conclusion. The main thing that bothered me in the previous version was the number and duration of sea voyages. In the new version, you still have to sail to four Castles, meaning 8 days wasted (even knowing the map) – nothing has changed. The placed teleporters have reduced the sailing time, which is a positive. As I understand it, "vampirism" is not available on the map, and the caravans arriving at the Castle have been reduced. It's good that the double battle for a Castle, if an Elf is occupying it, has been removed. But now, the garrison is added to the army of the Elven hero while he is in the Castle. It's a good thing if he attacks himself; then, on his turn, you can break through the garrison without a hero. But if the Elf has fortified himself in the Castle, the battles have become a complete lottery. Varens had a chance to stun a stack with the first blow – you can try to win; the Elven dancers (250 units, on the 4th week) had low morale – a loss. Wing, level 24, with 220 archers and over 20 dragons, always goes first, turning Varens' army into rags immediately. His main combat units are small (knights, archers, and griffins), and they cannot be restored to combat readiness through regeneration. Angels from caravans have disappeared, and your own are built very slowly. It took a lot of effort to defeat the Elves in 2 months and 3 weeks. The absence of "vampirism" also affected the fact that Adrias doesn't have a decent army. Previously, I gave him 6-7 level units; now, everything is with Varens. As a result, Adrias, without an army, spends most of his time doing nothing, just hanging around the Castle. Passing the map with two heroes is still faster than with one. Dwarves. The Dwarves in the Castles already have a total of over 1,000 warriors and over 20 dragons at the beginning of the second month. Varens could take the city if it weren't for one "but." All the Dwarves have acquired "divine vengeance" and methodically, slowly, burn stack after stack of the human army; fortunately, the battle doesn't last for just a few turns. Angels provide limited help in this situation, but before they appear, it's impossible to approach the city. But even with the presence of angels, after such battles, the army still needs to be "repaired" for a week. I am all for banning "divine vengeance" in the Dwarves' diet (since "vampirism" is disabled). Or, the Dwarven stacks should be significantly reduced. Finally, the main innovation is the actively moving Dwarves. Brand, level 28 (26-24-39-19), has 190 Jarls/Earls, 380 priests of Arkat, and probably a "ring of speed." (The Dwarves are sending their army to him). I don't quite understand what he's for. Varens cannot defeat him. Running away on the island map, avoiding him, doesn't work for long. If the main hero can somehow run, Adrias is quickly cornered – a couple of Ibba and Erling come after him. I didn't finish the map, and my desire to fight it has waned for now.
In reply to 13га
#168
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Finally, I completed the 2nd map after 4 months, 1 week, and 4 days. The new features have changed the structure of the gameplay, but haven't added any dynamism. Previously, it was more convenient to leave the Dwarves for last; now, it's the Elves. To successfully evade Brand, you need not only a good knowledge of the map's geography and an understanding of when this character will appear, but also a good dose of luck. For ordinary players who just want to play without any hassle, such a setup is unlikely to be suitable – you have to replay the game very often. In the end, Brand moved around with an army of approximately 300 Dragons and 800 Jarls, not to mention other "minor" units. I am completely against such monstrosities and much more in favor of the original version of the Dwarves. If the opinion prevails that the second version is better, then at least "Sanctuary" should be moved closer to the Human castle outpost. Currently, it is located in such a way that it offers little benefit. The number of neutral creatures needs to be reduced (their growth rate). They are all designed based on the capabilities of Varen, and he has more than enough battles with the scripted Elven and Dwarven heroes. Exploring the nooks and crannies of the map, capturing mines, crypts, etc., is the privilege of Andreas; his abilities are very limited. He reached level 28 very quickly. After completing the map, I had a question: which "Dark" spells are disabled on the map? I couldn't find "Slow" after two restarts, and "Berserk" was only available as a scroll. If possible, it would be good to add "Slow" to the magic tower of the Human castle.
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#169
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A dwarf with a huge army is created specifically for one minor quest, but that will be later. Tedious sailing can be shortened if you learn the skill of pillaging.
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
#170
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RedHeavenHero
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.
In reply to 13га
#171
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I completed the 3rd map (version 0.9) playing as the "hero." The most surprising thing is that I can mostly repeat my previous message ((#155)) about it.
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.
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#172
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13ga
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.
Okay. It's clear that the changes are for the better.
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. :)
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
#173
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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. The "slowed down" start is much better. I liked the Temple's location. As I understand it, the experience gained in battles has been reduced. In the end, Varen was level 27, and Andreas was level 25 (there are still enough neutral creatures on the islands for those who want to level up intensively). Finally, the Silanna skill tree has become relevant, and I didn't feel the need to visit it 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 retribution" been removed from the Dwarves' castles, or is everything still 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 "retribution." 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 island that leads to the underground passage from the Sanctuary). 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 play better.
In reply to 13га
#174
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I thought it wasn't fitting for the valiant Knight Varen to behave like a rabbit, constantly fleeing from the small Gnomes. I met Brandt as befits, in the Castle. Now, about these additions, we'll discuss them in the next stage. (The bonuses for fleeing were awarded correctly at the beginning of the 3rd mission.) From a technical standpoint: if the battle is lost, everything works as expected, and the map ends due to the hero's death. But in the case of winning, there are different outcomes (I won 3 times). In the first outcome, the additional quest is considered failed, and the map continues. In the second outcome, the quest is failed, but the figure of the defeated Brandt remains standing near the castle as a monument. When the turn passes to the computer, the map crashes. On a newly loaded map, the first outcome occurs; when replaying, the second outcome occurs.
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#175
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13ga
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.
Yes, the experience has been reduced.
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.
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
#176
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RedHeavenHero
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.
Good option.

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).
In reply to 13га
#177
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I checked out the 4th map (version 0.9). My impressions are very mixed. The map architecture is excellent, the dynamics are great, but all this splendor is ruined by the Greenpen portal swamp with its phoenixes. Compared to the older version, there are some minor improvements, but the core remains unchanged. I unlocked the portal, and all the elements are working. You can gather more than 11 kg 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 the phoenixes only 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 say, leave the sphere and ring for removing the phoenixes, and use the remaining elements for another quest (Dominic is still available). Regarding Dominic, I didn't bother checking; my interest in the map faded along with the phoenixes. As for minor details, the green Knight-suicide units really want to leave Varens without archers. They have large armies, acquired easily (unlike Varens), and surprisingly, they all run around with "Divine Retribution." Valeria has no "Light" (no scroll), but she uses "Retribution." In one battle, Benedict burned almost 400 red archers at once, and in the next turn, 50 adepts. These losses are irreplaceable. 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 "Retribution" (at least every other one). I ended up not being able to buy a large number of troops. Approximately 35% remained in the castles. I only trained archers in two castles. At the same time, I had Elaine with more than 1000 peasants, and two heroes had "Treasury" skill, and all the gold mines were captured.
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#178
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13ga
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.
Making things difficult for Dominic is certainly an interesting idea, but it's practically impossible to adapt the phoenix banishment components to this. If you have more detailed suggestions on this... For now, I'll leave it as is.
I'll remove "Divine Vengeance," but only from those who have 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 RedHeavenHero
#179
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I met Dominik. With an army that was about 1.5 times larger than his, I managed to inflict some minor damage. He's a beast, a real terror. With such high magic resistance and almost complete "darkness" protection, the only way to compete with him is through sheer numbers of troops. And he has stats twice as high as mine, a +20 initiative ring, and "green" units that are more effective in combat. If there's a 2-act battle remaining, the advantage needs to be much greater. It will take a long time to build up my forces. I want to take him down; it's not right for him to be so powerful. Essentially, this process can be done through the editor or entrusted to a prophet through a quest. What to reduce in Dominik is a matter of debate. I would remove his magic resistance (I'm not sure if the "shield of the dwarves" cancels out the effect of the Sar-Issa staff), perhaps give him the "mask of justice," and reduce the number of "green" units by half.
In reply to 13га
#180
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I retrained Varens a bit, bought a +10 initiative ring, and defeated Domenik. The battle was boring and straightforward – just large masses of troops met, and I had more of them. Battles with Benedict were more emotional and visually appealing. It took 4.5 months to complete the map. One month was spent capturing 4 castles, and the rest was spent hanging around the portal and the final battle (retraining, gathering the necessary number of troops, about 1 million). The portal with phoenixes is like golden armor for a swimmer. I liked the previous version of the map much more.