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Are you talking about the left-right arrows?
New here? I'm Roha — want a quick tour?
Are you talking about the left-right arrows?
Yes. It's not very convenient to separate one centaur using the slider.
I cleared the cache, re-entered the game - it didn't help, it even got worse.
I looked in the hero's window, in the artifacts tab - it was as empty as a desert.
In my opinion, this is not entirely correct. A warrior going into battle would always complete a bunch of side quests (in reality, in the Middle Ages, during the Crusades - in "Battle Heroes" they simply remove action points). So it should be the same here... IMHO. And I think that artifacts and chests should not be visible on the map, but... appear if the hero crosses some border or performs some action (searches the area, meets a traveler (hero-monster, etc.)) or the visibility border, at which the approximate location of the artifact, chest, or resources appears.
There is another thing that I personally didn't like. This is the fact that you cannot capture a Castle without reaching a certain level of "prestige".
My example: there are 3 Castles around my Castle (undead, barbarians, and humans), but I can only capture them after reaching a prestige level of 2000. I think this limits the player's strategic skills. It would be possible to allow capturing one Castle without any conditions. Take me, for example. I hired 2 heroes in the tavern: an elf level 4 and an undead level 10 (probably this is also wrong, playing as Order vs. Chaos (and vice versa) should only be allowed for real players, and hiring should not be allowed), and there are several more free (or not free) Castles around my Castle. So you need to put your thinking cap on and decide which Castle to capture (the native Castle for the undead hero or the human Castle belonging to Order (like the elven one)), and which to send away. And then you will need to demonstrate extraordinary strategic skills to play well with two starting Castles.
Another question: does an undead hero raise undead after a battle or not?
Because I didn't quite understand. My undead hero fought 3-4 battles, but there are no skeletons (similar to Heroes 3). It's annoying, you know...
Perhaps server maintenance was being performed at that moment.
What browser are you using?
You know what will happen if you allow players not to return to their Castle. Anyone will be able to run to the edge of the map, settle there, and develop away from the main events. No one will raid or compete for resources. Then they can return, strong and powerful.
Regarding the appearing artifacts, the idea is good, but we need to think about how to implement it. After all, you need to set a goal when leaving the Castle.
Even if you are allowed to capture a Castle at the beginning of the game, you won't be able to, as there is a guard of 150,000 units. You will have approximately that much power around 5000 prestige. Up to 3000-5000 prestige, you are just getting acquainted with the game, and then the strategy begins.
No, it doesn't increase, I understand you. Perhaps there will be such a skill for the Necromancer in the future.
Thank you for the suggestions!
But who said that you just need to provide such an opportunity? You could reduce the action points for each additional battle or foray away from the Castle by, say, 2 or 3 times more than usual. Then you would have to think: either defend an artifact of level 1-2 and lose a lot of action points, or return to the Castle and then run back for that artifact.
And what is there to think about regarding the appearing artifacts? If you want to have good gear, go and search the locations (I doubt you will see a wallet dropped by someone on the other side of the city when you look out of your balcony). This is also a good reason to use scouts to their full potential, and not run around with a single hero and all your troops. A scout leaves the Castle and BANG! Artifacts, resources, chests, etc. appear within a certain radius. Since there is no fog of war in the game, disappearing objects will somewhat compensate for it. Also, tombs, Pegasus fountains, refugee camps (even though they don't work yet), etc. should also be hidden until they are discovered.
Well, you could reduce the guard a little. So that it would be possible to take it, and it wouldn't seem like a walk in an amusement park.
Question. I receive messages by email about the reward received. What is this? What reward are we talking about?
The idea has been around for a while, but because it involves the server and rewriting a lot of code, it won't be implemented anytime soon.
It seems to us that the development would be too fast in this case.
Button "Empire" => "Treasures" => There are chests and boxes.
What does rapid development entail? Disallow capturing your own secondary towns. Development is then not as rapid with non-native secondary towns. Moreover, this is a beta test, so why not try it? What if we find the golden mean, where the start isn't as drawn out, but the development still offers many surprises?




