cjleeagain wrote: ↑10 Feb 2022, 03:04 I played the first map of Warlords of the Wasteland, and didn't go very far. but then again, I'm not good at barbarian heroes and first maps are usually pretty hard when you're leveling your heroes and just about anybody is capable of killing these baby heroes.
Ah, what difficulty are you playing on? I always just run through things on intermediate, so I don't know how the higher difficulties play. I definitely think they can quickly become impossible, especially with the enhanced AI. Let me know what difficulty you're playing on, and if it's just too much. Currently intermediate plays very close to the H3 version at the same difficulty.
cjleeagain wrote: ↑10 Feb 2022, 03:04 I think the problem is that we have 3 level 18 heroes already. In H3, that's no big deal, because level 18 hero still needs a little army. In h4, level 18 hero is strong enough to take on a week old army by himself.
That is exactly the issue. Heroes become armies unto themselves We're hoping that will be somewhat alleviated by the fact that we will only be allowing two carryover heroes, one of which is Tarnum. I believe that has been done for the latest version of Conquest.
cjleeagain wrote: ↑10 Feb 2022, 03:04 I don't know if you're aware, but Town Gate can be used to tp your heroes. I know in Map 4 the intention was for us to lose our starting town to an ambush, but since I could TP my Battle Mage, why not? She TPed over to the starting town and killed the attacking army singlehandedly.
While Tarnum and his other lieutenant marched everywhere alone and wiped out enemies easily.
Also, the starting town had a decent army, so it might have been possible to defend it. I just didn't want to defend the town with troops alone, because I needed my heroes to get max experience.
Ah you mentioned that and then I promptly forgot. You are correct that it would seem like the spell is intended to be banned, especially given the beginning of map 4, so I've banned it in the latest version of Conquest. Seems like we may also want to reduce that garrison as well, since it's definitely intended that the player loses that town.
cjleeagain wrote: ↑10 Feb 2022, 03:04 That said, the storyline (about Tarnum and his background) is starting to get interesting.
I've forgotten a lot of the details, so I'm very excited to go through Conquest again once I've finished finalizing Warlords
cjleeagain wrote: ↑10 Feb 2022, 11:14 Map 4 issues:
Map is tiny and can be finished in under a week. Since I decided to explore everything and milk all experience from the map, I delayed it and sent my heroes on a map tour at the end when I managed to get 1 hero to level 19 (with advanced death magic), so I wanted to visit all mage guilds again to get animate dead spell.
That was when we got to Day 1 Week 1 Month 2 and an important part of the storyline popped up. So actually Tarnum betrayed his own loyal captains and murdered them! This is something I totally did not expect.
I think most people are going to finish the map in under 3 weeks, which means they won't ever get to read the storyline.
This is actually a problem on the H3 side of things as well, lol. I remember playing through one of the campaigns, finishing the map, and then seeing a text in the following map that didn't make sense. Came to find out I had finished it before all of the timed events had fired.
So what I always do is get to the point where I can beat the map, save game, end turn until I'm sure I've seen all text events, load game, and finish the map.
I've been playing the H3 / H4 versions of these maps side by side, and I'm keeping track of how long it takes me to complete each one to make sure they're at least somewhat close in number of turns. Warlords is really close, so I'll keep an eye on things when I get to Conquest as well.
Whoopsie! Sounds like I forgot to add a "remove script" command on there. I'll get it fixedcjleeagain wrote: ↑10 Feb 2022, 11:14 Recurring event at 57, 38 (5 minotaurs attack).
Problem is, at level 18 every single hero is stronger than 5 minotaurs. Even if you didn't develop any combat skills and hero was pure support (eg scouting and nobility instead of magic skills).
So that ambush is just guaranteed to be irritating without the slightest hint of challenge. I fought that battle several times because I had to go past many times. If you want challenge, make it 50 minotaurs. This is a small map with many castles, so it is easy to flee if cannot win.
As far as the difficulty, I will absolutely be going through the later maps to increase the size of the ambush battles, as well as scaling them even bigger for higher difficulties.
cjleeagain wrote: ↑10 Feb 2022, 11:14 Two instances where enemy troops joined me/ their flags turned red.
One is a bunch of Troglodytes in the Southwest, guarding a mine.
One is a bunch of harpy hags in the midSouth, guarding an alchemist lab.
I tried attacking them, but they just changed flag color. This is clearly scripted, since by default creatures don't do that.
Probably just missed adding a display event saying they join you, so I'll take a look!
cjleeagain wrote: ↑10 Feb 2022, 11:14 I think the biggest issue is that I start with three level 18 heroes, and there are three enemy factions allied against me but they are all dependent on one single level 20 hero. If you started each faction with either 3 level 20 heroes each, or a level 20 hero with an army of at least 10 level 4 creatures, there will be more challenge.
Also consider the fact that this map all the 3 enemies are Chaos faction.
Chaos's main combat hero is the ranger. But they're not really that strong, since usually half their skill points will be in scouting/ stealth. So the enemy really needs supporting spellcasters or frontline level 4 dragons to help their rangers.
Yeah I'd thought about adding additional heroes for the AI towns, I just hadn't added them yet because I need to test how they do with the AI enhancing scripts. I'll be able to better determine this once I finish what I'm doing with Warlords and do a quick run through it on intermediate. In the earlier maps, with the enhanced scripting, the AI will almost never have a hero under level 7, so that's at least moving in the right direction.
As far as the type of Chaos hero, we'll take a look. We've chosen the same heroes from H3 if they're available, but we do also need to take into account H4's gameplay. Maybe we can start them with Chaos magic. The reason they wouldn't be allowed Dragons is that they are probably an inferno town in H3. If they were dungeon then they are allowed the Black Dragon cave.
Just trying to match H3 as much as possible
cjleeagain wrote: ↑10 Feb 2022, 11:14 I think you can safely triple the starting sizes of all garrisons, neutral stacks and enemy factions without making this map too difficult for casual players.
Got it! Will make the same updates to Conquest that I have been doing for Warlords to test them out. One of which is do increase garrison sizes, especially in later maps.
cjleeagain wrote: ↑10 Feb 2022, 11:14 Map 5, Jorm's Ambush. The objective is to obtain the Ring of Lesser Negation, but the mission description screen before mission starts says that ankh of life will carry over. Then the in-game mission description says Tarnum must gain access to Spirit of Oppression. Something seems to be wrong.
We used the Ring of Lesser Negation to replace the Spirit of Oppression, but they do not transfer to the next scenario. The Ankh of Life is replacing the Celestial Necklace of Bliss (part of the Angelic Alliance combo artifact), which carries over to the next scenario.
So the issue is that I missed a spot where we still reference the Spirit of Oppression. Thanks for catching that!
cjleeagain wrote: ↑10 Feb 2022, 11:14 nwcprometheus suggests to me that highest level possible on this map is 22, based on presence of 2 level up trees.
This one is tough, since the experience needed to reach higher levels differs quite a bit between H3 and H4. I think we'll just leave it as is, and if it becomes an issue for some reason, such as need a certain level hero to enter an area, we can address it then.
cjleeagain wrote: ↑10 Feb 2022, 11:14 The scenario starts with a message about a young man (cook's assistant) getting his friends to join you. That message is wrong, since you will 'encounter' the young man only when your heroes or creatures move to square 23,38.
Not quite sure what you mean here. So there is a timed text event at the beginning of the scenario, but then you have to go find them to get them to join? I'll need to take a look at the H3 version to make sure we're matching the behavior there.
Got it, thanks!
I'll look to address all these things tonight after I get home from work. Thanks again for the help!