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Posts from Citadels

5.0 (2 ratings)
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Version 3.1
Powerful kingdoms were formed here. For many centuries, these lands have become an invincible fortress. They were all united, but an earthquake divided them, breaking them into five islands. One of the states did not survive, but rumors say that all the inhabitants of that Stronghold were cursed and turned into terrible demons. The remaining four became independent, separated from each other. The kingdoms flourished because countless resources lay in these lands. The kings of these states wanted more; they craved even greater power. They wanted to seize every Stronghold to become the most powerful king in the world.
Map type: Multiplayer
Number of players: 5
Dungeon: Yes

The map is quite complex, so you won't get bored with auto-battles.
Players' territories are fenced off by garrisons.
In the Stronghold territory, the monsters are not very strong, but outside it, the monsters are stronger.
Only AI can play as the orange player; he will be quite strong, and it will also be difficult to reach him.
A bug with the underground city of the blue and yellow player has been fixed.
I fixed bugs on the map for the yellow player. Now there is no hole in the Fortress, which allowed passing by without killing the Fortress itself. Now it is impossible to enter the territory of the yellow player through the river. The hero of the orange player now has only one, but there are still 3 Castles.
Removed prisons with tanks (it seemed strange to me later), instead, there is now a Mage’s Eye that opens up some locations.















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I started playing as blue, but I can’t capture the castle in the dungeon ((( either it’s a bug or it’s designed this way? I can target the castle with my hero, but he can’t move any further (((
In reply to ozz
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ozz
I started playing as the blue faction, but I can't capture the castle in the dungeon ((( either it's a bug or it's intentionally designed this way? I can target the castle with my hero, but he can't move any further (((
I apologize for this serious bug. I've replaced the file, and the bug is now fixed. If you'd like, you can download it again.
In reply to Rasvetribka
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O.K., I will definitely start today.

Added 20 minutes later
I forgot to mention that this bug affects all castles in the Dungeon. I hope everything is fine now, and I will start playing again.
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Rasvetribka, When will the screenshots in almost all of your topics be updated?
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
In reply to Dyrman
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Dyrman
Rasvetribka, When will the screenshots in almost all of your topics be corrected?
Fixed. Now the screenshots are displayed.
ozz
O.K. I will definitely start today

Added 20 minutes ago
I forgot to mention that this bug affects all castles in the Dungeon. I hope everything is good now, and I will start playing again.
The same bug was with the blue and yellow castles, but everything was fine with the others, and I fixed it in the new file.
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I'm very glad that someone hasn't forgotten about this great game, thanks for the awesome maps!
In reply to bigbossmazafaka
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bigbossmazafaka
I'm very glad that someone hasn't forgotten about this great game, thanks for the awesome maps ^^!
Thank you, I tried to create a well-designed map.
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The map is quite good, but it would be better to remove the hero for the Necromancer faction with the "Lord of Death" skill and somehow reduce or eliminate the number of neutral creatures (during a long and tedious playthrough, the entire map will be filled with unnecessary neutrals – in my game, by the 4th month, there were almost neutrals everywhere, especially in impassable areas of the terrain where they cannot be reached). Otherwise, everything else seems fine; thank you for the map.
In reply to Барин
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Barin
The map is quite good, but it would be better to remove the hero for the Necropolis faction with the "Master of Death" skill and somehow reduce or eliminate the spawning of neutral creatures (with a long and tedious playthrough, the entire map will be covered with unnecessary neutrals – in my case, by the 4th month, there were almost neutrals everywhere, especially in impassable areas of the terrain where they cannot be reached). Otherwise, everything else seems fine; thank you for the map.
How can I prevent neutral creatures from spawning?
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I played with a human hero (red) for over 20 weeks. The map seemed "underdeveloped" and unbalanced. Enemies are easily defeated, except for the demon (orange). And here's the problem: you can take down one, but the second one will overwhelm you. They have an enormous amount of hit points, great stats (Grol seems to be level 39, with attack and defense around 35), and, most importantly, insane initiative. From the beginning of the battle, they drain all the mana, so the magic of my hero (whether light or dark) is useless. I attacked him with at least 100 archangels, about 1000 adepts, and 1000 snipers. Having 2 castles and two sets of "Dragon Strength," I could, of course, wait for two or three months and accumulate more troops, but I got tired of it. In general, I think the author overdid it with the final stage. But if you remove all the flaws (mainly by balancing the forces) and make all the heroes (including the orange one) active (i.e., remove the tents), then the map will be quite decent.
In reply to Antik
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Antik
I understand that the plan was to sacrifice your main hero by throwing him at the demon after freeing the tank and then leveling up the tank...:eek:
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No, my tactic was as follows: send a well-leveled Knight with powerful troops from captured castles to Grool, and even give him over 100 Archangels, but only with one goal – to kill all the mana-draining Imps. After that, it's just a matter of technique (speeding up, subduing, etc.). But the thing is, on the same day, a second, Koch-demon, showed up. Here, it seems, you need to kill one and then quickly retreat. I haven't managed to do that yet.

Added 21 minutes later
Yes, by the way, the second nasty creature actively uses dark magic, so without Paladins to dispel it, there's nothing to do there. I'm feeling a bit lazy, but good luck to you, heroes.
In reply to Antik
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The map is beautiful. Thank you to the author for their effort; the landscape looks unusual and interesting. Perhaps it would have been better to make the cities not random, but fixed for each faction. This would have enhanced the game's atmosphere. However, the map turned out to be completely static. Only the player's heroes advance. For the AI, the garrisons turned out to be too strong. Because of this, there is a very large difference in development. My heroes are level 26-30, while the AI's maximum is 15-17. Battles with these heroes are not interesting at all; the main thing is to find and catch them. I didn't have enough time to reach the final battle. I killed everyone except the orange one. Everything turned out to be drawn out – large spaces, the sea, a series of tents, and battles only take place with garrisons and neutrals.
P.S. I didn't like the hero that is freed from prison. When there is only one, it's not so bad, but when there is a whole company of them, it becomes annoying. The game genre is different after all. Another point. In the description of this hero, it says "Soviet tank from World War II." The result is – don't believe your eyes. The stars on it are white, which means it is of American origin. And the silhouette is definitely not that of a Soviet vehicle from that time

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