Skip to content

Posts from The Hero's Path

4.6 (8 ratings)
User Avatar
Auto-translated
The boss has 4 mandatory demon units and 3 random units, chosen from undead and dark elves – the selection is the same as throughout the entire map. They are chosen at the start, so you can’t change them by reloading the game.
Auto-translated
How do I activate the teleportation ring? And what is it even for?
Auto-translated
Jack_of_shadows, the map is excellent; I didn't encounter any glitches except for one: in the very first town, where the main building is located – the one with the mayor and the minister of finance – when you withdraw money from the account, you can do it infinitely! As long as you keep clicking, you can withdraw money repeatedly. For example, if you have 2000, you select to withdraw 2000, and click several times, say 5 times, and instead of withdrawing 2000, it withdraws 10000! That's how it is! But overall, the map is great, I really liked it, and I'm looking forward to a similar map!
User Avatar
Auto-translated
Pete-HEROE, you're right, there was a slight mistake in the bank, thanks for pointing it out. Tyrion, are you referring to the teleports that appear after building the Mage Guild (the circle and the glow)? You just need to enter them with a hero. Or is the question about something else?
Auto-translated
No, the ring that was lying near the mentor looks like a ring of exile; I can’t post a screenshot because something is wrong with that.
User Avatar
Auto-translated
Tyrion, in this map, the properties of the artifacts haven't changed; perhaps another map is influencing it? To the west of the mentor (who is at the end, in the swamp), you'll find the Ring of Swiftness, and to the east, the Staff of the Underworld.
User Avatar
Auto-translated
The map is perfect. My father and I are playing it. We both love it. We've always wanted some variety in Heroes. We're looking forward to more maps like this.
User Avatar
Auto-translated
Rolf, I'm glad to hear that. Creating such large maps is a very time-consuming process, but it's just as interesting as playing them. Sharing the map with friends and acquaintances is the best reward for the author.
User Avatar
Auto-translated
The map has been updated to version 1.3. List of changes: - Fixed a bug that allowed withdrawing more gold from the bank than was available. - The skills "Treasury Management" and "Silent Hunter" are now prohibited for learning (they will be forcibly removed if the player chooses them). - The guard of the Dwarf Princess's cave has been weakened. - The monster respawn function has been reworked - more locations, composite units, and the number depends non-linearly on time. - Statistics have been expanded. - The ability to use runic magic against heroes has been added. - A new runic spell, "Degradation," has been added. - The ability to return mercenaries to shops (for a reduced price) has been added. - An "Extreme" mode has been added - an alternative difficulty option, independent of the main selected level. Several improvements have been ready for a long time, but since I wanted to change a few more things and release a final version, it all took so long. I didn't have enough time for major expansions, like new quests, so I limited myself to fine-tuning the balance, fixing bugs, and adding a couple of small new features for freshness. No further work on the map is planned. P.S. I tested the active use of "Necromancer for an Hour" myself. It's quite viable; by the end, 3,000 skeletons were my most effective stack.
User Avatar
Auto-translated
Started playing on Recruit difficulty. Neutrals are still very strong. Not enough gold. The resource selling is very difficult; why wasn't the standard resource selling system kept? I don't understand what the day and night cycle is for in the game; is it just for aesthetics? I didn't enjoy playing.
User Avatar
Auto-translated
It's a very complex resource selling system; why wasn't the standard resource selling system left in place?
The standard system doesn't allow for the flexible pricing approach that was intended.
I don't understand what the day and night cycle is for in the game; is it just for aesthetics?
More likely, it's for variety.
User Avatar
Auto-translated
but the neutral creatures are very strong, and there isn't enough gold to buy an army.
User Avatar
Auto-translated
I'm actually quite happy about this. Previously, there were many comments saying that it wasn't challenging enough. The idea was that the path of a beginner hero shouldn't be paved with roses. You need to get used to the fact that instead of completely clearing an area, you'll have to make targeted raids for treasures.
The starting quest with the peasants can bring in a decent amount of money at the beginning if done correctly. Plus, sell the starting artifact, sell all the resources you find at the market, and don't forget about the strange fellow's garden. The main thing is to survive the initial location.
User Avatar
Auto-translated
Thank you for the clarification. But what about those who want to play on Recruit difficulty and easily complete the campaign? Perhaps at the very beginning, when downloading the game, it should state: "Campaign is only for experienced players."
In reply to NIK21
Auto-translated
After the release of the more complex version (I played v.1.2 on Veteran difficulty), I couldn't finish the game:smile35:, because the Demon Lord turned out to be as overpowered as in Dyrman's map "Journey"...
1. For some reason, the quest with Captain Bronver didn't work. After he escapes the island, you approach him, and there's no reaction.
2. There are some glitches with the new potion - Alchemy. (See the pictures)
,
It gets even more interesting later...
before the battle with the demon (Smog's quest) - Alchemy 23

I drink a bottle of the potion

Alchemy 9 appears out of nowhere

and then, after 3 days - (see the Alchemy parameter)

3. Battle with the Demon Lord. This is all I could gather in a year (without losses), and I used about 20 bottles of very strong potions...


He also has magic resistance and CALL OF URGASH. Just one shot from a demoness, and the game is over:(
Here, I removed the Staff of the Underworld and put in the Staff of Sar-Iss to remove the magic resistance - with their initiative, there's nothing to catch...

So, the finale is a complete mess... I think that the strength of the potions should be tied to the Alchemy skill; the higher the level, the higher the strength, and not like now - a potion with a strength of 12, but it gives 1... You can leave Rune Magic as it is, although it can also be tied to the level.

Statistics

Welcome our newest member: Emil