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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.
Damn, I don't even know. The code between versions 1.2 and 1.3 didn't change there, and it doesn't seem like anything is broken in it. I'll keep it in mind for the future; maybe someone else will encounter it too.
2. There are some issues with the new potion - Alchemy. (See the pictures)
This happens to me sometimes too - inscriptions that aren't loaded directly from the file, but are dynamically composed using the tag value=xxx, sometimes don't display. If you flip the page back and forth, everything usually becomes normal. I suspect this is some kind of bug in the game's code, so I couldn't do anything about it. If this only occurred with Alchemy and constantly, I have no ideas.
I drink a bottle of chemicals Alchemy 9 appears out of nowhere.
Alchemy was added because it was probably already part of the potion initially (the screenshot shows that in the potion's properties, there's a comma at the end, meaning the last property simply wasn't displayed). Did this happen only once, or constantly? Are there any old and new versions of the map in the game folder at the same time?
3. Battle with the Demon Lord. This is all I could gather in a year (without losses), and about 20 bottles of very strong chemicals were used...
The trick with chemicals is that it's not effective to drink a bunch of potions in a row, as each subsequent one will be weaker. At the same time, the Alchemy skill level allows you to mix a larger number of ingredients, which means there is an opportunity to create composite potions (more effective compared to single ones), which I usually did. Plus, instead of a bunch of average potions, it's better to make one, but with maximum effectiveness. For example, one potion - attack + defense, the second - initiative + health, the third - morale + luck. In total, 3 potions with 100%/80%/60% effectiveness are made and drunk, which cover almost all the necessary parameters. Last time, I accumulated so many elements that I mixed one potion similar to +300 attack and +300 defense, and I didn't need anything else.
The code between versions 1.2 and 1.3 didn't change.
Maybe the code didn't change between 1.2 and 1.3, but it did change significantly between v1.1 and v1.2 (I'm playing v1.2). From the READ_ME file for v1.2:
- Several alternative endings have been added to the "Team in Danger" quest.
2.
If this only manifested in magic and was constant.
Yes - only in magic and constantly. And the main thing is that if you use magic, for example, 10, then every day the hero loses 10 magic points from his characteristics until it reaches 1. In the Maps folder, there is only one file, and the UserMODs folder is empty:confused:.
3. I will try to prepare potions according to your advice, but the problem is that there is no formula for increasing initiative in three stores. Should it be there?
Jack_of_shadows
9 years ago
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_CB_, okay, I initially misunderstood and thought you were talking about playing version 1.2, and describing bugs related to version 1.3.
As an alternative, please share your save file; maybe I can load it and then we can examine everything carefully. The fact is that in the year since version 1.2 was released, no one has reported similar errors, so there is clearly some rare incompatibility with the game version or something else.
In three stores, there is no formula for increasing initiative. Should it even be there?
Good night.
First of all, I wanted to say that this is the best map I've ever played!
It's simply amazing.
The author is a genius :)
And I immediately wanted to ask for help. It turned out that, because I'm a slow player, I reached the second town (Elves and Mercenaries) around level 9-10 with an army of: archers, zealots, elven archers, and it's been about 5-6 months in the game. I can't get anywhere because of the neutrals. They are too strong, and there are too many of them, having multiplied during the time I was taking it easy. What should I do now? Is there any way? I can't break through anywhere. Even the neutrals that were few in number have increased their numbers. And I don't really want to start over. However, maybe there is a way out without starting a new game?
Added 11 minutes later
And one more thing - I apologize for any possible spam in the comments; I rarely visit such forums, I was often just a lurker on this one, but I decided to register to try out many of the maps that I've wanted to play for a long time and to chat with those who create them.
So, to get to the point. It would be good to get an answer here, but if not, you can send me a private message. I'm playing as a Knight; I can attach a screenshot, etc., in a private message. But in principle, I've described the situation.
Please understand, forgive me, and help.
мы будем путешествовать во времени, к тому моменту, когда ты любила меня.(с)
NIK21
9 years ago
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I like the map; I've been playing it for a while, but I haven't reached the middle yet, and I haven't encountered any bugs so far. Thank you for your hard work.
Added 24 minutes later
Question: If I extend the gameplay (in terms of story and in-game time), will it significantly affect the ending, the final boss, and their army? I mean, will it affect the hero's strength and the size of their army? I just enjoy exploring the map and discovering all its corners, and sometimes I have to return for reinforcements (an army) to proceed.
Jack_of_shadows
9 years ago
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NikitaStoff, yes, I also took about the same amount of time to reach the second city. All creatures on the map have their growth disabled, so it probably just seemed that way – you simply moved to a stronger location. You can take your time and complete some quests; there are several near the elves that don't require battles, and then you can start clearing the territory. While waiting, you can earn income from interest in the bank, and if you repair the shipyard in the imperial city, you can restore the operation of the mines. NIK21, time will not affect the final boss. Time only affects two types of monsters: 1) Those that respawn after a certain time at the location of killed units on the map (their strength is determined by the month in which they respawn, but it does not increase further). 2) Those that sometimes attack from ambushes while traveling on roads. Perhaps you haven't encountered either of these yet.
So, did I understand you correctly? The fact that I spend a lot of time wandering around the map, etc., doesn't increase the strength of the creatures resting all over the map? Meaning their growth is the same as in regular Heroes maps, etc.? Because I'm already starting to regret dragging things out and now I'm having trouble completing it.
мы будем путешествовать во времени, к тому моменту, когда ты любила меня.(с)
Jack_of_shadows
9 years ago
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Yes, the number of creatures will remain the same as it was initially. But, as I already mentioned, when you defeat a unit, another, stronger one appears in its place after a few months. However, you don't necessarily need to pay attention to the new ones.
And can I get one more piece of advice? I've decided to replay the game from the beginning.
I completed the peasant quest, bought 4 Paladins, and I have around 6,000 gold in the bank, which is accumulating. So far, I'm clearing the area before the jumping demons and unicorns relatively easily, although Centaurs have already killed my archers. Should I buy more Paladins before facing the unicorns and demons, or should I buy some other units? I started playing as the Knight.
Added 1 minute ago
And one more thing. Should I immediately buy the Alchemy skill in the first Castle? I haven't used this feature yet, but after reading the comments, I thought it might be quite useful.
мы будем путешествовать во времени, к тому моменту, когда ты любила меня.(с)
Jack_of_shadows
9 years ago
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Is it worth buying more paladins before the unicorn and demons, or should I buy some other troops?
It's difficult to rely solely on paladins; upgrading crossbowmen as an alternative, along with the blessing from the monks, can be very helpful in the early stages.
Is it worth buying alchemy research immediately in the first castle?
It's not very expensive, and it can be useful at any time. Moreover, it needs to be developed gradually, meaning initially creating many weak potions, possibly even just to sell, so that the skill improves and starts to really help. But not in the first castle, but in the second. You can't buy it right at the start. And it would be a shame not to try out such a feature that you won't find in other maps.
NIK21
9 years ago
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Thank you for the explanation and for creating such an original version of the game. Even though the map is large, it's still interesting to play. Could you tell me how and where to upgrade the chemistry skill, as the elves say I'm not skilled enough for the next level of training? The chemistry skill is at level 4. And one more question about the quest with the orcs and the wyverns, where I have to protect the pasture. I took a tamed wyvern, and it led me to the wyvern lair, where I killed them. But the next night, they attacked the pasture again. Is this how the story is supposed to unfold, or is something glitching? I went back for the reward for the wyvern quest, but she only asks if everything is okay with the pasture. Can you help me understand?
Jack_of_shadows
9 years ago
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How and where can I improve my chemistry skill, as they say in the Elven city that I'm not skilled enough for the next training. My chemistry skill is level 4.
The next skill upgrade will be possible in the city of scholars; if you ask around in the stables, you'll find out where it is. But first, you need to significantly increase your skill level, and this can only be done through practice.
She led me to the wyvern lair, and I killed them there. But the next night, they attacked the pasture again.
The raids will stop when the hero in the wyvern cave is killed. If nothing happens after the fight with the hero, it's some kind of bug.
So, I'm continuing my game as a Knight, which I started again. Right now, it shows "hundreds - high danger" for the number of jumping demons. I'll play for a week in-game (a month in regular maps) and see, because I definitely remember that by the time I played the first time, it was already "horde - no chance." And can I get a small piece of advice from you? I'll play a bit more with the Paladins while I'm farming money in the bank, level up alchemy in the first town, add archers, and reach the Elven town. Should I change the type of troops in any way? Or can I keep the same army composition, adding Elven archers/druids?
The more I play, the more I like the map; it's simply fantastic.
мы будем путешествовать во времени, к тому моменту, когда ты любила меня.(с)
NIK21
9 years ago
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I understand everything now. Thanks again. I didn't touch the hero in the cave; he's too strong. So, I don't have any bugs, which is good. Question: As far as I know, in Heroes, magic wands with spells are charged in cities where mage guilds are built. But how do I charge wands with spells in this campaign, or is it not possible? And also, where can I find workers for the mine that I cleared of undead, using the method I was taught by the monks? Or should I just sell the mine?
Jack_of_shadows
9 years ago
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NikitaStoff, for the Knight, Elven Archers are a must-have; you can use them throughout the entire game (on the extreme difficulty level, I specifically forbade hiring them because they are too strong compared to the other archers). Plus, I would advise taking those who can deal significant damage and avoid retaliation – Furies, Dryads, Berserkers. The rest is up to your preference. Overall, you can either use only Knight units throughout the game or completely change the unit composition several times – the gameplay doesn't impose strong limitations on this.