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Posts from Final sprint.

4.3 (3 ratings)

Map details

Category
Map
Map type
Scenario
Map size
136X136
Author
RedHeavenHero
In reply to Player100
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#31
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Player100
Simply put, if I'm not mistaken, the mission to intercept the spies with the map is absolutely identical in these three cases (0 fragments, Tear found, in the process of searching for fragments). I haven't checked, but I assume that the penalty for failing the mission is also identical. That's what interests me – what could be the reason for the mission to fail if the spies are late and the Tear has already been found.
The fact that they appear and interfere is understandable. What's surprising is the existence of this mission.
As an option, for example, the spies might have their own piece of the map without which the Tear cannot be found.
If no fragment of the map is found, the spies will not steal anything. If the Tear has already been unearthed, the mission regarding the spies should be completed, because another scenario is simply impossible.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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#32
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If the Tear has already been found, then the quest involving the spies must have been completed, as there is no other possibility.
Do you mean it was already completed? Then I'll repeat: I first defeated the turquoise golem, found the Tear, and then completed the main quests (as a result of which the spies appear). That is, they appeared and started stealing the map fragment after I found the artifact and almost finished the mission. This creates a temporal conflict.
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#33
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Player100
Do you mean – already completed? Then I'll repeat: I first defeated the turquoise one, found the Tear, and then completed the main quests (as a result of which the scouts appear). That is, they appeared and started stealing pieces of the map after I found the artifact and almost finished the mission. It's a temporal collision.
I think I've reworked this. The task doesn't appear if all the map fragments have been collected (i.e., the map is complete and available to the player).
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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#34
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The map is excellent, thank you for your effort, RedHeavenHero :) I read the initial reviews about the "difficulty" and decided to play as a Knight, but it was a mistake: in the first week, I captured the nearest town and then just crushed anyone.

After that, it became uninteresting, and I started a new game on "Veteran" difficulty. It's more fun now; I replayed the first battle about 7 times. And here's a suggestion: the higher the difficulty, the greater the role of the starting item. Perhaps you could make it so that the Knight attacks after the hero has taken their turn? So that it's possible to restart properly :)

In the end, I got the Tarot cards (although there are better options) and captured a town in the first week (on Veteran difficulty).

P.S. I found Markel in the tavern. Why is this overpowered hero there? Or is that normal? :)
In reply to Adamante
#35
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I finished playing the map (1.0) to the end on the "hero" difficulty. The scenario itself is original and well-designed. I liked the map design, the landscape, and the placement of various upgrades. It's beautiful. The animations are made with unparalleled skill. One could write a lot about their merits. However, the gameplay turned out to be somewhat uneven for me – very interesting at the beginning and mediocre towards the end. The AI's effectiveness lasted for about 3 weeks, after which it started sending out underdeveloped heroes that could be easily defeated by secondary and tertiary heroes. But at the same time, the turquoise castles were guarded by huge garrisons that Varenna couldn't take. The main hero wandered around as he pleased, waved goodbye to the enemy castles, and calmly built up his army in his own. After a month, it became clear that the computer had already lost and was just going through the motions – all that was left was to wait for the finale. The feeling of monotony was amplified by the endless obelisks and the inability to start digging for the "tear" even approximately. The confusion was added to by the absurdity of the scouts appearing. (I largely agree with Player100 (messages 18 and 32), i.e., there is no turquoise faction, the map-puzzle is open, the "tear" has not been dug up – the scouts stole something). The hunt for them can be compared to shooting at cockroaches with buckshot. Another disappointment was the battle with the gnome. For some reason, he had no magic or even runes, just a mass of troops. I started this battle only for testing purposes, since the balance of power was: "very high danger." But, already in the process, I realized that the gnome was defenseless like Goliath before David. It would have been better to give him fewer troops but magic and runes. In my opinion, the map has great potential for editing.
P.S. Vittorio with a cart and without a cart are two very different things.
In reply to Adamante
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#36
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Adamante
The map is excellent, thank you for your efforts, RedHeavenHero :) I read the initial reviews about the "difficulty" and decided to play as a Knight, but it was a mistake: in the first week, I captured the nearest town and then just crushed anyone.

After that, it became uninteresting, and I started a new game on "Veteran". It's more fun now; I replayed the first battle about 7 times. And here's a suggestion: the higher the difficulty, the greater the role of the starting item. Perhaps it could be made so that the Knight attacks after the hero has taken their turn? So that it's possible to restart properly :)

In the end, I got Tarot cards as the main hero (although there are better options) and captured a town in the first week (on Veteran).

P.S. I found Markel in the tavern. What is this overpowered hero doing there? Or is it normal? :)
Thank you for your feedback!
In principle, we can return one feature from version 0.9 - AI heroes always return to the tavern after their defeat, but improve it, specifically, it will only work on high difficulty levels.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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#37
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As soon as I found the Ash tear, I immediately teleported to another location, and a red player appeared. It's impossible to defeat him; he has an army of 600k and so on. I guess I took too long? The game version is 0.9 because I have the gnome set.
In reply to masgak
#38
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And there’s no need to fight him. You just need to quickly run to the signpost that says “Land of the Lake Elves” (it’s not far from the first castle).
In reply to masgak
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#39
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masgak
As soon as I found the Tear of Askh, I immediately teleported to another location, and a red player appeared. It's impossible to defeat him; his army has 600k units, etc. Maybe I took too long? The game version is 0.9 because I have the Dwarves set.
The Demon is not meant to be killed, but you need to reach the road to the Elven Kingdom before it does.
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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#40
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is this mentioned anywhere? :smile01:
In reply to masgak
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#41
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masgak
Is this mentioned anywhere? :smile01:
In the description of the quest, it says to "reach the lands of the lake elves before the demon."
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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Орден Порядка: 1
Нейтралы: 1 2 3 4
#42
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It wasn't easy, but I managed to complete the new version with a hero in 115 days. It was difficult at the beginning (much depends on the artifact you get) and around weeks 5-7, when the AI kept the hero close to the castle and companion, not allowing him to stray too far (it's a pity that there's no church and the necessary spell near the first castle). The scouts were a bit annoying, although maybe that adds some variety to the gameplay. Closer to the end, the AI sat in castles with large garrisons and didn't do anything dangerous, basically just waiting for its demise. The fight with the gnome was relatively easy thanks to the upgraded white and dark magic, combined with luck and ingenuity. Overall, I enjoyed the map. Thank you to the author.
In reply to Antik
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#43
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Antik
It wasn't easy to complete the new version with a hero in 115 days. It was difficult at the beginning (much depends on the artifact you get) and around weeks 5-7, when the AI was harassing the main character, not allowing him to stray too far from the Castle and his companion (it's a pity that there is no church near the first Castle and no useful spell). The scouts were a bit annoying, although maybe that adds some variety to the gameplay. Closer to the end, the AI sat in Castles with large garrisons and didn't do anything dangerous, basically just quietly waiting for its demise. The fight with the gnome was relatively easy thanks to the upgraded white and dark magic, multiplied by luck and ingenuity. Overall, I liked the map. Thank you, author.
Thank you for the feedback.
I have already started working on a new version of the map, in which I will take into account the wishes of those who left comments. It is clear that the AI is too inactive and doesn't leave the cities, but simply accumulates an army. I will also add a church (or move it). I will reduce the gnome's army and give him spells and runes.
As for the scouts, they work very well with Path of War + enabled auto-battle.
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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#44
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A new version has been released: v1.1 (03.12.2014)
- AI is more active: it no longer sends the entire army to a disabled hero sitting in a castle, but distributes it among its heroes (4 main "immortal" heroes)
- demon scouts appear regardless of receiving a quest from the druid
- the gnome's army has been reduced, but runes and spells have been added
- the ranger Tariel has been strengthened: the army and characteristics have been increased
- when visiting an obelisk, a message is displayed about their total number and the number of map fragments found
- dragons have been added to the treasure of the dark elves
- the number of some garrisons has been changed
- a sanctuary has been added.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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Орден Порядка: 1
Нейтралы: 1 2 3 4
#45
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It's strange, in version 1.1, I can't seem to beat Vitus on the hero screen. Compared to the previous version, he's much more active (with his second shot, he almost eliminates all the snipers) and he conducts the battle very skillfully (he covers the approaches to the archers, preventing the birds from flying in, and methodically shoots down everyone approaching). Is something wrong with the Danish Kingdom?

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