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Name: Variability (voenonachal)
Type: Defeat all.
Size: 320x320 (XL), with a Dungeon (as a technical area)
Number of players: 4
Game version: 3.1
Map version: 1.0 (5.01.2017)
Author: Lonkraft
Link to download the map from Mail cloud.

This map is experimental, intended for testing new ideas, which is why its completion level is estimated at 20%. It is divided into 16 sectors, and only 1 of them is ready, which is the part I am providing to you for testing. Please share your comments or tell me what surprised you.
Map Backstory.
Initially, I wanted to make an analogue of the "Warlords" map, but on a larger scale. However, as I worked, I became more proficient with the editor and new ideas kept coming, after which I decided to create a map offering a wide range of gameplay options. That is, variability—which is exactly how the map is named. As a result of these new ideas, I had to start over 3 times. Once, I even deleted all objects and textures, even though the map was 35% complete (which is why the technical name remains from the first prototype).
What has been done already:
1) An abundance of creature groups with various combinations. You may encounter groups of creatures from different Factions in a single squad, making the battle more difficult. Even though I was told that a battle would be "easy" as I entered it, in reality, I sometimes lost 30-70% of my army. And once, I even lost entirely. The thing is, during development, I intentionally ensured that no battle could be won without losses. And apparently, I succeeded.
2) Graphical effects that have embellished the map.
3) Many small items, the search for which can be interesting.
4) Skillful placement of items allows them to be hidden from view at times, creating small secrets. For example, the "Thicket of Ends" can only be found in the depths of the forest. For the sake of the interest in finding these caches, I ask you not to open the map with the editor. Because if you cheat, there will be no interest in searching for them.
5) Two "settlements." The idea of settlements involves placing neutral army squads of a single faction in one location. But in combinations that can make you rack your brain during battles. As a rule, settlements contain useful buildings and mines.

At the moment, the map is titled "Variability," meaning it provides a choice of options in the game. Currently, most options are unavailable, but the following are planned for the future:
1) Creation of an arena to test the skills and abilities of friends in combat. Various textures will be presented on it, thus giving players a choice of which arena to fight in (desert, swamp, on ships, snow, etc.). Also presented on the arena are cities of all races with full fortifications, but without the economic aspect or creature recruitment. This way, players can test their strength in attack/defense. I hope the battles will take place according to an agreed-upon scheme, pre-determining army sizes and who is attacking/defending. Furthermore, the map offers a way to test the correctness of your hero's build, which took several hours to develop.
2) Creation of a teleportation hub (two-way portals near the city, which currently do not work—that is exactly why they are there), giving players the ability to reach the main locations on the map within a week.
3) In the first sector, which is the starting area, I decided not to introduce all features and buildings. For example, the "Dragon Utopia" is not in the 1st sector. But there will also be locked enemy heroes who will have special traits (for example, incredibly powerful spells, or incredibly high attack + defense for their units). This will make the battle with them no less exciting.
4) More serious combinations of neutral creature squads, which, through skillful combinations, will make battles more difficult.
5) Secret sphinxes. Hidden sphinxes that, in the case of a correct answer, will give a substantial reward. However, to guess the riddle correctly on the first try, one must know small facts about the map itself. These, in turn, are very easy to find, which is why few people pay attention to them.
6) Other features that I have already forgotten + those I come up with during further work.

Map Minus: A bug where the game freezes when attempting to load a save during a session. I do not know what causes this.
By the way, while the Dungeon exists, it is currently being used as a technical "room." If you open the map with the editor (I hope this happens only after you write to me about the test results), you will in any case notice a technical department where I conducted experiments with graphical effects + use the department itself as a warehouse for those effects for subsequent copying. When the map is finished, I will likely delete this section so as not to overload the system unnecessarily.

And once again, I ask you not to open the map with the editor. It is preferable that you gradually explore the map with all its charms. I think it's worth it. And then, after you write to me about the test results, you will find out something very interesting about the map. What exactly? Find out for yourself).
Also, your final battles should take place in the "Magic League" and "Graveyard" settlements. When you have cleared them + the entire sector (which has strict square outlines), it means you have seen the entire completed world on the map.

Well, I think I've written enough. All the best, and have a good testing session. I await your criticism or your amazement. Or both.
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"Map issue: A bug causes the game to freeze when attempting to load a game during a session. I don't know what causes this."
This is related to the map size. It's a classic issue with Heroes 5; the programmers weren't very skilled in programming virtual arrays, IMHO.
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This is related to the map size. In the classic version, with 5 heroes, the programmers weren't very good at programming virtual arrays, IMHO.
Yes, there are issues with maps of 320x320, ranging from significant slowdowns (although it's possible that my computer is just too old) to excessively large save file sizes, which, as a result, cannot be loaded. While the map is still in its early stages, I would advise you to seriously consider switching to smaller scales (you can try moving objects by copying and pasting).
In reply to vadim_t
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Forgive me, author, but this creation is simply a mindless hack-and-slash.
In reply to Volhov
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Volhov
Forgive me, author, but this creation is just a mindless hack-and-slash.
Could you please explain what exactly you mean by that? As for the size, I'll think about it. I had a feeling that when a map of this size is fully completed (with all the graphical effects), it might lag even on powerful PCs. And I know about the copying. The map was divided into equal sectors precisely for this purpose. Because if a sector that is presented for testing proves itself, then the entire sector will be copied and transferred (if the computer doesn't die from it) to other starting locations with a slight modification.
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Lonkrafts

Map issue: A bug causes the game to freeze when attempting to load the game during a session. I don't know what causes this.
Most likely, it's due to the map size!

And why is there such a strong garrison near the castle?)
Where are the angel wings, where are the 70,000 gold per day?
After the message "Look to the right," what should happen?
In reply to masgak
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masgak
Most likely due to the map size!

And why is there such a strong garrison near the Castle?)
Where are the angel wings, where are the 70,000 gold per day?
What should happen after the message "Look to the right"?
This garrison serves as a gateway to the teleportation hub (which is not yet operational at this stage). All players will have access to it. Therefore, theoretically, they could unexpectedly arrive at your Castle via the hub. And this garrison (30 legions of archangels + 500 legions of archers) serves as reliable protection against such brazen players.
Regarding "Look to the right." I don't know how to work with scripts, so no actions should be expected from them. This means that something is on the right side (I don't remember exactly what, sorry. Because this sector was completed back in April).
And the angel wings and 70,000 gold per day are hidden.
Those who "completed" this experimental map, please write that you did. Because some aspects of my map, which I used, have not been seen anywhere else before.
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I cleared everything, where should I look now? There's nothing on the right.
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You probably didn't take the map description literally during loading. It mentioned hidden caches, and there are quite a few on this map. Instead of explaining it in detail, take a look at this video. So, there's something on the right side. I won't reveal all the secrets on the map just yet, but I need to wait for others to test the map and share their opinions.
Here's a small hint: when you defeat a unit and read a message, it means that following the instructions in that message will lead you to one of the hidden caches.
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Isn't that a bit too obvious?)) Just poking around with a hero to find a secret?
I read all the hints, and there were 4 of them.
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Actually, if you hover over a secret object, the cursor icon changes. And here's another hint. Some objects have their own texture underneath. Which is impossible to hide with other textures.
In total, on this map, I'm testing 4 things:
1) Secrets. I only know their location thanks to the map I drew while creating the map. Otherwise, I would definitely forget where they are.
2) Well-assembled units (with automatic battles disabled), which won't be easy to defeat.
3) Graphical effects.
4) The very idea of variability, where the player has a choice. And depending on the choice, they get something specific.
And if it's not too much trouble, could you give ratings for each point?
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Thanks to the cursor change, I found the knowledge library, and there, near where it mentioned 70,000, but it's now empty – is this a one-time bonus? 1) I think the Secrets are too complicated; they need to be simpler, and the location should be visible. Also, there should be a squad guarding the secret, which, for example, isn't visible, and after defeating it, another one appears (a little trick). 2) Yes, the squads are different, but it would be nice to have the option to enable automatic battles; not everyone wants to fight constantly. Let it be optional. 3) I'm not very knowledgeable about this. It looks decent, everything is visible, leaves are falling), but could we have snow? Near the mentor, the crystals are unnecessary. 4) What choice? I don't quite understand. In the Necropolis, the armies are unrealistically large. You could add a couple of prophet's huts. Can you move to another area of the map?
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The map lags, especially after killing a unit with a manticore, after which it displays a value of 70k. The auto-pathing leads to the area where a two-way portal is located, and then to a dungeon with 2 gold mines. In principle, if the map didn't lag, it would be enjoyable, but there are big problems with gold.
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In order:
"and also near where it was mentioned about 70 thousand"
I checked in the editor. The portal is hidden above the manticore squad, or rather at coordinates 50:316 (if you hold down Ctrl during the game, the cursor will show the coordinates).
"I think the secrets are too complicated, it should be simpler, and the location should be visible."
Considering how many there are, I'm starting to think that I might have overdone it with hiding them. I'll take this into account in the future. Also, the method of creating the secret is such that it doesn't allow you to see the hidden object using Alt (object highlighting). With the exception of the Endow groves (there are 4 of them on the map), which I didn't exactly hide in the forests. I just placed them where they belong.
"And so that a squad guards the secret, which, for example, is not visible, and after defeating it, another one appears (a little trick), so to speak."
This involves working with scripts, and I don't know how to do that.
"it would be nice to enable automatic battles, not everyone will want to fight constantly. Let it be optional."
Okay, next time the players will decide for themselves.
"It looks good, everything is visible, leaves are falling), but can it be snow?"
I can only use ready-made effects. These leaves are falling in the cities of the Forest Alliance; they come from there. But I haven't found any falling snow yet. And I can't use anything else that I haven't found.
"There are too many crystals next to the mentor."
Yes, yes, yes, placing underground crystals on top was a strange idea from the beginning.
"What choice is there, I didn't really understand?"
Unfortunately, most of the variability is not presented at this stage of development. But there is something. You took the Phoenix (which is next to the city) into your squad because it gave you the choice to accept it, right? Did you know that if you refuse it and fight it, you will get something much more valuable than the Phoenix?
"There are unrealistic armies in the necropolis."
On the map, I was still testing the aspect of powerful armies in the starting sector. So that after a long game, you accumulate an army and, after exploring other sectors (which are not active at this stage), return to these armies and get a reward for them. After all, the last army of 270 skeleton legions guards the Tear of Ascha. So, in essence, it's my mistake to place an army that is not suitable for this stage of testing.
"Can you add a couple of prophet's huts?"
I'm familiar with them from the campaign, but I don't know how to work with them.
"Can you get to another area of the map?"
No, the castles of the other 3 players are blocked by an impassable texture. And it is impossible to get to other sectors at this stage of testing because the sectors are empty there.
"it leads to the area where the two-way portal is located, and leads to the Dungeon with 2 gold mines"
I don't understand this. Are you talking about the place where the Phoenix + elf archer army guarded the passage? If not, could you give the coordinates of that place (holding down Ctrl in the game shows the coordinates)?
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"leads to an area where a two-way portal is located, and it leads to a dungeon with 2 gold mines."
And here I didn't understand. By any chance, is it not the place where the passage was guarded by an army of phoenixes + elf archers? If not, could you provide the coordinates of that place (holding down Ctrl in the game shows the coordinates).

Yes, it's there; this happens when you click on the portal.

"and right next to where the 70,000 was mentioned."
I checked in the editor. The portal is hidden above the manticore squad, more precisely at coordinates 50:316 (if you hold down Ctrl during the game, the cursor will show the coordinates).

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