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Played the new version and completed it with a hero in 64 days. Well, it's become a bit more fun, although there are some questions. For example, why does the defeated Duncan, with a bunch of artifacts, seemingly join, when you can't do anything with him anyway (he's out of reach)? I had to put him to sleep. Also, I don't understand why Necropolis has Chaos, especially since there are no Chaos creatures. Something needs to be changed here. In this version, the High Priest is kind of weak: the battle is won even on autopilot without using magic. But still, thank you to the author for the interesting map.
How come there are no spells? In 1.2 and higher, it
Added 2 hours and 6 minutes ago So, version 1.3
1) Fixed an old bug with Dark magic (when checking all spells, Blindness was not taken into account) 2) Removed incorrect Druid bypass 3) Randall :smile16: has been strengthened. The script has also been tightened, and a quick auto-battle with him is now prohibited 4) Duncan (on the 2nd and subsequent deaths) and Jezebel now, after death, end up in the tavern, respectively, they should no longer be resurrected anywhere, + there should be no incorrect operation of triggers 5) Demons have been slightly strengthened 6) If Jezebel is killed, and her city is captured, it will be destroyed. 7) Hydras in the Temple have been strengthened 8) Glen's script has been adjusted 9) Koly's starting army depends on the difficulty level. (on Heroic, everything remains the same) 10) The outpost to Duncan has been strengthened
I tested it for 2 days with an open console. No errors should occur. I rechecked everything. And finally, I'm starting to work on the sequel...
Antik
10 years ago
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In version 1.3, the Archbishop arrives a bit later (3 weeks after all demons are destroyed). By the way, he is stronger than in version 1.2. But here's the problem: after defeating him and receiving the message about his defeat, the game doesn't end!
Added 5 minutes later
Yes, and Chaos College, even with spells, is like a fish with an umbrella. It would be much more useful to have Logistics, Sorcery, Light, or Luck.
In version 1.3, the Archbishop arrives a bit later. But here's the problem: after defeating him and receiving the message about his defeat, the game doesn't end!
The Archbishop should arrive exactly one week after Duncan is defeated and all of Glen the Engineer's attacks (there are 5 of them, and he returns 12 days after each repelled attack) are repelled.
He is not related to the demons, and the demons are not related to him. Which demons have already been killed? What day of the game is it? The game ends when the dark demon Gward and the Archbishop are defeated.
Yes, the most important thing! Have you completed the "defeat the demons" quest?
Added 5 minutes ago Antik
Yes, but Chaos, even with spells, is like an umbrella for a fish. It would be more useful to have Logistics, Wizardry, Light, or Luck.
Light. Yes, actually, if you remember, initially Kolya learned Light, not Darkness, on this map. I had the idea to make a light necromancer. But it didn't catch on. Yes, but in the battle with the Archbishop, without Light (and phantoms, borrowed from Glen), it's still impossible... Well, then Hottabych, the Riddle of the Secret, and a volume of Light magic will help.
Chaos generally helps more in fighting the engineer and his war machines. The Ring of Cold + ability (Deadly Cold) destroys a catapult and a ballista with one hit. And then you can exchange the acquired Chaos skill with Hottabych and get skills above the usual level.
Oh, I still found one small bug. If someone else captures Duncan's Castle, and then you return it, they will give you another tear. I'll fix it later when I'm connecting the campaigns, because it doesn't really affect the game. I also need to make Stefan's tomb and the leprechaun impassable for the AI. Otherwise, I rarely see a demon approaching the leprechaun and starting to dance. For the whole turn. The stupid AI approaches an object, but it is inaccessible, there is no result, and it gets stuck. Well, this is more of an AI error than mine. But it happens
Markel the Imperor
10 years ago
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A more complex version will be released soon. Demons will have the Grail (which cannot be removed), and both garrisons will be strengthened. Also, the two bugs I mentioned will be fixed. But not immediately. Perhaps, thanks to the feedback, I will fix something else as well.
Eleondor
10 years ago
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and I made a light Necromancer. it can be really cool - mass defense + attack + blessing + luck = awesome
Version 1.4
1) AI access to Stefan's tomb, the Witch's hut, and the decorative leprechaun has been restricted to prevent it from starting to dance around them.
2) A bug with Duncan's boots has been fixed (if the hero was in the castle and repelled Duncan's first attack, the boots didn't work, and the script crashed). This was unlikely, but it existed.
3) (I really hope) a bug with changing all owners has been fixed, which, if it occurred, could interrupt the script.
4) When Erazial is killed by a garrison, the quest to capture him is still completed, and Nicholas receives his ring.
5) Outposts have been strengthened – for Duncan and the Demons, so they can't be easily overwhelmed.
6) The Tome of Light Magic is now given on the island, and the Tome of Chaos Magic is in the Temple.
7) The Mentor is now Ent, not Hottabych, and he lives in the swamp so that he is not disturbed too often.
8) Duncan has been strengthened.
9) The Demons have been strengthened.
10) First Glen arrives earlier, and the Exorcists arrive later.
11) 150 of any vampires are required for Vampirism.
12) Ghosts improve Necromancy more carefully (if there is a deep connection and skilled Necromancy, they give Banshee's Wail, or Eternal Slavery if the Wail is already present. If Necromancy is fully mastered, they increase the level).
13) The Witch's hut now randomly teaches – Light (without spells), Logistics, Sorcery, or Luck. What exactly it teaches is determined before the game.
14) A bug with the Tear has been fixed.
15) If all real Hydras are killed, the summoned ones disappear.
16) Liches in front of the city give a movement buff so that you can establish a city in any case, even if it's the last day and you don't have time.
Added 1 minute ago Eleondor
I made a light Necromancer. It can be cool - mass protection + attack + blessing + luck = awesome.
I completely agree. Light Necromancers rule. :smile13:
masgak
10 years ago
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I can’t seem to defeat the monks to pass through the portal. Am I doing something wrong?
To eliminate a monk without significant losses, you need a hero of at least level 12. And don't lose your Vampires; level them up in defense, evasion, and reflection.
Erazeal – the main thing here is to weaken (or even kill) him with a garrison. Therefore, auto-battle is not an option. The main goal is to eliminate the imps and elementals.
The left outpost, where the Griffins are, shouldn't pose any problems.
masgak
10 years ago
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What 12th level are you talking about? )) If you're given two weeks to establish a Necropolis, but you can't get through the portal, I'll give it a try.
Markel the Imperor
10 years ago
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Okay, I'm starting to actively work on the sequel... luckily, I've already outlined the plot.
I checked out the new version of the map – 1.4. Compared to the original, it’s slightly better. The hero development limit turned out well. Both of my heroes reached it near the end of the storyline. I’m glad that artifacts are now being acquired, but I was unpleasantly surprised by the large number of artifacts that cannot be transferred. The proposed storyline option involving Erazeal pleased me. I liked the new version of the witch’s hut. Despite the fact that the map has been changed several times, the header still doesn’t remove the option for a player to play as all factions: whether as demons or as humans. The caravan logistics are still terrible – endless traffic jams. (As I understand it, there were no attempts to change this.) A caravan that should take 3 days can take 6, and at the same time, the hero also cannot reach the Castle. The Temple, where “portal to the city” is researched, is located in such a place that researching it is of no use. I encountered a bug. In the center of the bridge in front of the Castle, Glen bypassed my stuck hero and captured the Castle. I can’t call the scripted battle with the hydras a good one. For the AI, it turns out to be difficult, and towards the end, it starts to lag. For the player, it’s tedious. The outcome is clear from the very beginning, and you have to grind and grind to win: there are about 25 units on the field, of which only 2 take turns, the rest either choose to wait or have low morale – it takes a lot of patience to wait for your vampires to take their turn round after round. There are no fewer mutant heroes, and in fact, there are even more of them; I don’t even want to talk about them. Duncan turned out very well.
As an addendum, a battle between vampires and golems on day 2 (next to the “hero”). (The monk at the teleport appears on day 6.)
Грима
10 years ago
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The author is a masochist; it's impossible to survive against wolves. Nonsense! On recruit difficulty, there are 160 wolves with 30 HP and golden packs. You need about 100 bone dragons there. It's an impossible, nonsensical scenario.
Added after 1 hour 38 minutes
Is there an easier way? This 1.4 version is complete garbage. There's a monk, seemingly a thousand-year-old sensei from the Tebetsky Mountains; you can only use the Lord against him...