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Posts from Two villages.

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2 years ago
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Name: Two Villages
Size: medium
Dungeon: present
Number of human players: up to 2
Version: Winds of War
Description: It was the year 2381, and the main events of the Flame War were slowly shifting to the lands of the Island Empire. Imperial intelligence discovered that the next major attack by the cultists was aimed at two villages near the Tesiki River in the eastern wilderness. If this attack is successful, the enemy will gain a good foothold for launching attacks behind the Empire's lines. This cannot be allowed.
Two experienced officers, Captain Greysman and Sir Malkin, were urgently sent to Lusaku and Densaku. They must lead the defense and defeat the superior forces of the cultists.

This is a remake of my second map ever. The original was made back in the late 2000s, and it was complete nonsense. Only the idea and the level layout remain, as well as the names of the villages, although one was shortened. The goal of the scenario is to defend these villages, preventing the enemy from capturing your commanders. The map is designed to be played cooperatively, but it can also be played solo with a computer ally. If the ally loses, the gameplay of the scenario changes significantly, and the map opens up for you. So, losing one of the cities is not yet a death sentence. You can play with both players at once if you want to evaluate two different playstyles at the same time. The locations and the players themselves are very different, so the choice matters. Each player also has their own unique additional task, indirectly related to the defense of the villages. In general, there is quite a lot of interesting content for a medium-sized map.

For material support:
UBRiR: 2200 4505 2476 3514
PSB: 5164 7300 0667 6038
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2 years ago
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ENGLISH VERSION AVAILABLE

I've released an update with the English version. Of course, it's unlikely to interest anyone here, but I'm still posting it. The translation is not mechanical.

What has changed in the new version:

— Malkin starts the game with Rider's Gloves to compensate for his slower pace compared to Greysman;
— Weekly reinforcements for enemies have been reduced;
— The enemy now behaves more aggressively, which in theory will prevent it from building up its army for a long time (at least if you kill the heroes that have already appeared; otherwise, don't blame me);
— When the player captures a commander, the city automatically comes under the control of the cult;
— The quest gates no longer prevent Greysman from sending caravans from the remote phoenix dwelling;
— The hints for both gates have been updated to clarify that after completing the quest, the requirement for the hero to be in the army is removed;
— Now, bosses cannot waste their mana in meaningless battles;
— Single-target protective spells are prohibited in the Conservatory of Life;
— Some objects have been slightly moved to improve navigation or visibility.

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