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Posts from The Hero's Path

4.6 (8 ratings)
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I don't understand how a lighthouse can help?
You run around the islands, place a lighthouse near the second creature, then find the first one and wait for a new day. Touch the first one, move through the lighthouse, touch the second one - the first turn of the day has just begun, and you already have 2 creatures out of 7.
"The Mage's Path" is exactly about saving the world, i.e., finishing the game...
Saving the world is just one of the feats that every self-respecting hero must accomplish. He must also complete the labyrinth and the other options.
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So, you want us to arrange them in a specific order too??? You're a sadist!
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You need to read the inscriptions, not just run around using teleports! :)
Previously, the movement algorithm was much more complex, and the teleports would shuffle each turn, not once a day, but with such complexities, I almost failed to complete it myself, and I had to simplify it.
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Personally, I first cleared the entire cave, explored all the islands, and then, seeing the color of the teleporters on each island, visited them all within a week, without using beacons or movement potions. I think it's enough to jump into the circles of the correct color; after a few iterations, you will definitely be thrown into the right portal. I didn't think there was any logic to it; I assumed that you simply end up in a random one of the same color (but not from those on the same island, as there are islands with identical portals).
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So, you need to not only read it but also memorize/write it down!:smile15:
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If a game forces the player to use paper and a pen while playing, I think it's a successful game.
In reply to Jack_of_shadows
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Jack_of_shadows
If the author forces the player to use paper and pen during the playthrough, I think the game is a success :)
The game is definitely a success; it turned out to be a truly complete and separate game.
I wonder, how many points did people manage to get from the math quest? I didn't fully explore the map before completing it and decided that 39,000 out of 50 would be enough for me. How much money did the author get, for example?
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How many points did everyone manage to get from the math quest?
The first time I played, I got all 50, I was just lucky with the placement of the markers. The second time, I wandered around for what felt like a couple of in-game months, and it was all messed up, so I gave up and turned it in for around 35,000.
Initially, I planned not to display any information about the triangle, so the player would have to calculate everything on paper, but I realized in time that it would be a nightmare.
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The game (not the map!) is magnificent! It made me nostalgic for the "good old days" when a typical RPG was played in "brainstorming" mode, taking weeks or months. It was amusing to see the reactions of those around us when more than just adults and respectable people passionately discussed over the phone how to trick a dragon and rescue a mage from prison. :) I would especially like to note that the author has developed a wonderful tool for creating similar maps/games (while using only the scripting language for Heroes provided by the developers! - Respect!). It would be great if, for example, a group was formed within this forum, led by the author, to develop similar creations. :rolleyes:
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vadim_t, thank you! Similar nostalgia inspired me to create a game like this. Maps are usually created by individuals, so there isn't really a group involved, but it would be fantastic if someone used some of my work (at the very least, the dialogue engine – it's very easy to understand after spending about half an hour exploring the map's inner workings). I'm even willing to write some manuals on this if needed.
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How can I pass through the portals in the pyramid (Necromancer's path)? I found a hint (it says that if you complete everything in one day, you'll be awesome and find the way). I think I did it, but nothing happens. What am I doing wrong?

Added after 9 minutes
P.S. I even wrote down all the islands on a piece of paper and put a checkmark on the list when I teleported to them. I completed everything in 4-5 days (meaning in the original game).
In reply to Borodakvas
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Borodakvas
You need to visit all the creatures in the CORRECT order. The order must be determined from what they say. If you complete it correctly, each creature will be marked with a number when you interact with it.
In reply to Jack_of_shadows
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Jack_of_shadows
nekromant_alex, you definitely should have chosen a higher difficulty level; where did you get so much money? And could you also share screenshots of the rest of the stats, if it's not a secret?

It's simple with the money – I convinced the mayor of Archhold to increase the interest rates in the bank in exchange for building a guild of mages in his city, and I deposited the money there – the capital grows like yeast. Unfortunately, I can't provide screenshots of the rest of the stats – my hard drive crashed along with the heroes and this save, so I'm only answering you now.
Regarding the difficulty level, I'm thinking of downloading the map and playing it again. For the first time, I think I chose the right difficulty level – it was a bit difficult to make my way to Winded, and in general, I often had to replay battles several times to finish without losses, especially against archers/sorcerers with high initiative. As mentioned above, the low creature growth rate (and my own greed :D) forces me to act this way.

Also, I would like to make a suggestion (I suspect that this is impossible or at least too troublesome and not worth the effort, but I don't understand how the hero map editor works, so I'll still give it a try). It would be great if you could choose the class of the starting hero at the beginning of the game (i.e., make him a necromancer or a dark mage), ideally without changing the model (maybe make heroes with the same model and name, equal to the number of classes, and substitute the corresponding one based on the choice). I think this would make the map much more interesting and significantly increase replayability.
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He convinced Mayor Archhild to increase the interest rates in the bank in exchange for building a guild of mages in his city and depositing money there.
Oh, I'm glad someone used the bank. It's essentially a cheat and allows you to accumulate money passively if you find yourself in a difficult situation.
I often had to replay battles several times to finish without losses.
Probably, this is a manifestation of perfectionism. When I was testing, I didn't worry too much about losses, as there was generally enough money. As a result, I had about 50% of battles without losses, not 90% as those who posted their stats here did. The low creature growth rate should logically encourage you to periodically change the composition of your army. ;)
choosing the class of the starting hero
It was originally intended that you could choose a class, but the game has a very fragile balance. Necromancers are a cheat with raising undead, mages get all spells from their super ability, Barbarians and Dwarves are geared towards their own type of troops. The Dark Mage will conflict with the ability to buy enhanced Chaos spells. In short, this feature is not planned for now. Besides, you can choose any set of skills for the hero, playing as a warrior or a mage.
In reply to Jack_of_shadows
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Jack_of_shadows
Initially, it was indeed intended that players could choose a class, but the game has a very fragile balance. Necromancers are overpowered due to their ability to raise undead; mages gain all spells from their super ability; Barbarians and Dwarves are tailored to their specific troop types. The Warlock would conflict with the ability to purchase enhanced Chaos spells. In short, this feature is not currently planned. Moreover, you can customize a hero's skill set to play as either a warrior or a mage.
You can't raise a large number of undead with a single hero without a castle – the weekly limit won't allow it. A Necromancer wouldn't kill one unit at a time each week just to raise them; they wouldn't progress, and would actually fall behind in development (although the map allows for a leisurely playstyle, which I really like).
Gaining all spells also seems to me to be nothing more than a way to save money – everything interesting can be purchased here, and perhaps even earlier than the hero reaches the level required to gain the super ability.
Barbarians and Dwarves are indeed tailored to their troops, but their troops can be easily purchased in the corresponding camps (although, in principle, they could be excluded from the list of available classes due to their specificity and connection to the race).
As for the Warlock, what conflict are we talking about? The class ability simply allows them to obtain enhanced versions of spells for free if they have the basic versions – that is, again, it allows them to save money in exchange for an occupied perk slot.
I initially suggested this precisely because the ability to play, for example, a Chaos mage is very limited: unlike a warrior, they have nothing to buff themselves with before battle, as neither potions nor runic magic provide a bonus to spellcasting, and the Knight class is very poorly suited to this playstyle due to the lack of talents such as spell luck and resistance penetration.
Overall, it seems to me that if such a feature exists, it would be better to implement it – it would take the game to a qualitatively new level.

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