This was really a fun map! i played solo at hardest was kinda a challenge but with necro u kinda just snowball. i won in 10 months . Great work. love to see more maps like this :) it would be much harder to win if u werent playing necro^^ 10/10 more...
While doing the map I noticed many AI blocking with caravans, and if I take cities I get many caravans from enemy AI. It seems AI is not able to manage caravans, to a point it create traffic jams and make the game very slow: probably what creates my savegame unloadable too. more...
Sorry to say that, the map blocked after I beat the 3rd player too (with a relatively small army on my necromancy hero - 4k skeletons-170 vampires-30 dragons-500 spiders- 200 lamasu), I'm not able to reload a savegame.
My Pc is decent, 8Gb Ram + Radeon HD8750 with addition 2Gb DDR5 Ram.
Nice map. I liked the ideas of spell learning and picking secondary skills for 2 main heroes.
I finished in 205 days, using the horn, rushing. Didn't get the Grail, AI found it before, so 442 points this time.
At the very end, I had to cheat a bit, since I could not find black tent needed t more...
I found myself chasing AI until I lost interest... I appreciate the time invested to make and test the map, but it is far from enjoyable (at least for me). I suppose giving town portal,blind and animate dead would make it too easy, but chasing around AI is really not an alternative. more...
Well, after the christmas, new year and orthodox christmas period, its been hard to get back to speed But we've finally closed the current set of patches that should have been online before all of these vacations.
We are now working on 1.5, which will contain, among other things, the duel heroes editor
So, the patches 1.41 and 2.1 are ready to be distributed next monday : the first applies to Heroes 5 (you need to have 1.4 already applied), the second to the addon Hammers of Fate. The links will be posted at this time, of course.
The main content is allowing a switch of online servers in Ubisoft. The servers will go offline on monday from 3pm GMT to 9pm GMT. After this phase, you will need to have these patches applied to play online. They will be made available after the reboot through the autopatch system, and on tuesday they will be replicated all around as usual.
Patch 1.41 fixes the gating / phantom forces crash (it took long enought to squash it).
Patch 2.1 also contains a lot of updates and fixes for the addon. Here are the details from the readme :
Necromancy principles changed
Training principles changed
Bugs repaired and changes made:
When an attached map is used to create a multiplayer game, the game no longer crashes for the players trying to connect to the game
Multiplayer game mistiming in certain specific circumstances repaired
RMG crashes in attempts to generate certain maps fixed
Game freezes on MP with time limit on in some special situations fixed
Editor crashes in several specific cases fixed
Trouble with Autosave working incorrectly in certain cases fixed
Game no longer crashes when Empowered Meteor Shower hits areas with no enemy creatures
Camera, graphics, interfaces:
Happiness animation added for Fortress creatures
Visual errors in mission-pertaining cut-scenes fixed
Renegade heroes’ attack animation fixed
The Monster Strength list in RMG interfaces now sorts correctly
Player now sees caravans that can’t move
The issue with no message displaying when trying to move a hero from ‘visiting’ slot to ‘garrison’ with Space hotkey although he does not have enough free slots to gather all the army is now fixed
Trouble with player not being informed of the number of creatures who want to join now fixed
Trouble with inaccessibility of Hero Screen and Ghost Screen interfaces in certain specific cases fixed
The slider buttons of the Split Stack interface now move only one creature for each click
Wrong difficultly level indication in the network game’s tooltip corrected
Combat statistics corrected
Twitches that happened when rotating the camera in towns with high FPS rates now fixed
When ghosts combat in Ghost Mode, the player now sees how much damage the ghost has suffered
In 3x3 Duel, a message telling that the opponent replaces a hero has now been added
Camera’s movement for following the hero now fixed (the camera no longer falls behind the hero in high movement velocity)
Camera now moves to the nearest of the caravans when clicking on a pop-up telling about caravans standstill
The hero’s path no longer appears on the Puzzle Map
Hero’s flag color change when changing owner by the script (SetObjectOwner) now fixed
Special Hero Trail no longer disappears when loading a saved game
Various texts corrected
Gameplay, Mechanics, Balance:
Calculations for quick combat fixed (the results used to differ from auto combat at times)
The AI does not cast the Armageddon spell anymore if it can win with no casualties without using the spell
The AI now understands various player’s diverting placing tactics (like those needed to defend the shooting creatures)
The AI can now bring its troops closer to the moats
Hero with Angel Wings or Boots of Levitation does not land on impassable tiles anymore.
AI does not cease to cast spells anymore after Counterspell has been cast
The Eternal Light perk modified (Hero’s light spells are now twice harder to dispel. Opposite spells like Slow vs. Haste applied by an enemy to hero’s creatures have a 50% chance to fail.)
Resource cost of certain buildings in Fortress modified (Dwarves need Crystals more than Gems now)
Warlord controlled by Puppet Master damages himself no longer when using the Stormstrike ability
Movement Points subtraction when using the Town Portal spell corrected
Possibility of leaving a hero without an army in network game removed
Fountain of Fortune no longer grants +0 Luck
Summon Creatures spell now works similarly to that in the original game, version 1. 3 and higher, taking 75% of the Hero’s movement points for the day after summoning.
In 3x3 Duel, stacks can only be split when a new army (a hero who has not fought yet) is placed onto the field
Possibility of Consume Artifact being used on the same creature again (when the artifact already no longer exists) removed
Improper behavior of Souldrinker specialization for spell-casting creatures of the hero’s army now fixed
In Duel, micro-artifacts can now only be equipped onto Academy creatures
Warlords can no longer damage towers in Siege combat
Magical elements now work with new creatures as well
Map ‘Questing For Peace’: Improper collision between the guarding stack and Dwarven Military Post now fixed
Map ‘The Duel’: trouble with impossibility to complete the mission if one of the players has lost his or her hero before 2 weeks expire now fixed
Map ‘The Guerillas’: The trouble with the camera auto-focusing even if the Dwarves have joined the hero now fixed
Map Editor and RMG:
RMG now creates better imbued and balanced maps
Certain bugs in map generation now fixed
Non-working objects removed from the editor (Dwarven bridges, Dwarven wall_down set)
“Wand Of...” artifacts have the setting of their number of charges corrected
“Defeat Neutrals” objective now works (it now works for all cases)
Minimap can be hidden now in RMG generation screen
“Random town” can now be selected as an option in the random map generator
The starting race can now be selected in the Game Create screen of the random map generator (if the "random town" were selected before)
Not written in the readme : improved game response performance in MP standard mode