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14 years ago
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Name: Full Random Tactical Arena
Map name: Full Random Tactical Arena
Two-level map: no
Number of players: 2
Size: S(Small)
Map difficulty: Master(Advanced)
Map author: Zybr
Map description:
The map is designed for quickly generating final battles with medium-sized armies.
The order of actions on the map is as follows:
1) Hire heroes
2) Level them up to at least level 21
3) Assemble an army of monsters
4) Take the generated artifacts
5) Replenish mana at the well, if required
6) Proceed through the portal to the arena

All actions should be completed within one game day.
Recommended turn time: 12 min
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14 years ago
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Please report any bugs, inaccuracies, or shortcomings you notice in this thread or to me via ICQ. Also, feel free to leave your feedback here.
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14 years ago
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Feedback is coming in quickly, which is great :)
I quickly adjusted the blue color so that all monsters go to him and not to the red one :D
+ I also changed the monster ratios. Now the first ones have 450 peasants, the second and third have 900 peasants, and the fourth ones have 1100 peasants.
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14 years ago
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After two games.

For the bottom player, I couldn't reach the teleport in one day, twice. It feels unusual to see hordes of level 1 monsters in the final stages. I can't say anything specific about the experience gained by joining monsters yet. I need to try it more. I can make a few suggestions:
1. Either make the movement buffs 5 times more effective, or place them more frequently on the path to the portal.
2. There are many magic eyes, and not all of them are placed in good locations. It would be better to replace them with blocked pioneer units under the player's flag, or place flagged objects there for better visibility.
3. To make all monsters visible at once, you can flag the middle level 4 monsters; that should be enough.
4. Joining monsters behave differently. Some run to join the army on their own, which is very nice but a little unsettling. Some stay in place as usual. Maybe make it consistent for all?
5. There are places, for example, for the bottom player in the bottom row of monsters, where when you buy level 3 (or another) monsters, after opening, it turns out that you can attack neighboring monsters. This could lead to the fact that it won't be possible to add monsters to the army without a fight.

The new arena looks quite playable. A small detail, in terms of design - for aesthetics, you can embellish the landscape.
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14 years ago
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1. Either make the movement abilities 5 times more effective, or place them more frequently along the path to the portal.
Wanger just gave me a hint about the movement abilities. It turns out that the script isn't fixed for the player, so whoever gets there first gets the advantage.
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14 years ago
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I had a dream that quests of +20 level work when the hero's level is <10. What a great optimization!
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14 years ago
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Limit cheating?:)
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14 years ago
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So, I uploaded version 0.9.
Changes:
1) Scripts for bonus movement are now color-coded, so no one can steal a bonus from anyone else.
2) Monster eyes have been removed, and the "vision" scroll has been removed.
3) Each player has been given a stationary rogue scout (GM), so now all monsters are not only visible, but their exact number in the stack is also known.

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