Some comments for CJLee's testing feedback!
cjleeagain wrote: ↑06 Feb 2022, 17:46
I have been playing the first two maps featuring Tarnum as a knight (underworld conquest). I played using Winds of War after you told me the scenarios are not designed for
Map 1 was not difficult. I am only an average player, so I should think that good players would find it boringly easy. However I think you have to be cautious about increasing the difficulty setting. This is because so many battles, especially the last battle that is the map objective, feature Devils. Since Devils teleport and like to make a beeline for your heroes, it is extremely difficult to keep your heroes alive.
Yeah, to keep in line with the original campaigns from H3, they are likely going to be a bit on the easy side. They're also story maps, which is another reason they're a bit easy. After testing Warlords of the Wasteland side by side with the H3 version, they were both very similar in terms of difficulty, with the later maps being a bit easier on the H4 side.
Having said that, I'm currently in the process of tweaking AI enhancement scripts so that the AI plays a little bit better like it does in the H3 version. We are also going to work on adjusting difficulty based on the chosen difficulty at the start of the campaign.
cjleeagain wrote: ↑06 Feb 2022, 17:46
Treasure chest at 80, 24 practically next to your starting heroes. Treasure not defined (I believe?). So the chest can give a low level reward. This results in me getting Cloak of Warding literally before 10am in the morning of the first day of this scenario.
IE, within a few steps, my heroes had inadvertently picked up the Cloak of Warding, which is required to pass this mission.
(The Cloak is also obtained via quest hut, but that quest is very boring).
Ah okay, I went ahead and disabled the Cloak of Warding in the map settings, so hopefully that will take care of it.
cjleeagain wrote: ↑06 Feb 2022, 17:46
Game hung three times in the course of playing this map. I don't know if it is the map at fault; just mentioning.
Was this during battle? The game freezing during battle is just something that sometimes happens with this game unfortunately
![sad :(](/forums/images/smilies/sad.gif)
It's been said that setting the affinity for H4 via the task manager to a single core supposedly helps this not happen as much.
cjleeagain wrote: ↑06 Feb 2022, 17:46
Garrison at 25,91 is superfluous. Because the square at 22,84 is not passable. So if you defeat the garrison, you just enter a blank area that doesn't contain anything apart from two resources. (Is it supposed to contain something important, or is it supposed to grant access to Green's area?)
Odd, in the version I have, this doesn't seem to be the case. Maybe that's because we've been testing and fixing some of these issues, haha
![smile :)](/forums/images/smilies/smile9.gif)
Grab the latest copy from our thread!
cjleeagain wrote: ↑06 Feb 2022, 17:46
Demon dwelling is guarded by a quest guard at 126,59. However, it is accessible from the square at 126,58, so that has to be blocked off.
I swear I fixed this before, but I fixed it again anyway
cjleeagain wrote: ↑06 Feb 2022, 17:46
the 50-EvilEye quest takes too long. Even though I liberated my first Evil Eye dwelling pretty fast, at the growth rate of evil eyes, come on! This scenario is easy enough that my secondary heroes defeated the enemy so quickly that I almost didn't have enough xp left on the map for getting my heroes to level 10!
We initially added 2 dwellings, for a total of 3, but even that will take a while to get enough for the quest. In general, we are trying to keep as close to the original as possible, but in the original you can purchase Evil Eyes from enemy towns.
We reduced the number to 25.
cjleeagain wrote: ↑06 Feb 2022, 17:46
This map is so low in creatures and experience, that I almost couldn't get my three main heroes (Tarnum's party) from level 6 to 10. The problem was that the mapmakers sent me messages that I should hire more heroes to defend the castle from attack, so I was expecting portal invasions and what not. I quickly hired two other heroes and leveled them up to 7 and 8 respectively to defend my home area. This resulted in a lot of difficulty in getting Tarnum's party all to level 10.
Updated that text to be more in line with H4. Instead of hiring heroes to patrol the tunnels, it just lets you know to make sure your castle is defended in case the enemy sneaks around.
cjleeagain wrote: ↑06 Feb 2022, 17:46
I also notice I started with an ally, Purple. I am not sure what Purple is doing and the storyline never referred to them. Possibly it is a mistake to ally with them. It makes a lot more sense having them as enemies.
Because I wasn't sure if mapmakers really wanted me to ally with Purple, at first I didn't do some of the things I could have easily done:
1) I had picked up the Cloak of Warding earlier from a treasure chest, so I could easily have used my Town Gate to teleport to purple's castle, and from there use the Cloak of Warding to open access to the Red Keymaster's tent.
2) I could take out Green pretty early on once I got hold of the Town Gate spell and teleported to Purple's castle. Green is very weak.
The H3 version does have the purple player as your ally. I'll be onto testing Conquest soon so I'll be able to take a look at that myself, but this is unlikely to change.
cjleeagain wrote: ↑06 Feb 2022, 17:46
Near the end of this mission, when I unlocked the quest guard at (60,133) (the Archangel quest), they reference a red orb supposed to be just after the quest guard. But I can't see that anywhere.
And then I got into a fight with a level 10 Fireguard. But by that point I had given up my Shackles of War to fulfill a quest. So how can I fight the enemy? He fled to Scythe. Which as the cheat code nwcprometheus tells us, is an inaccessible town. I tried winning it with nwcares so that he didn't have time to run. And yes, he is holding the Scarab.
So from my experience, Map 2 has a bunch of bugs that need to be addressed.
Ah that red orb is supposed to be a "golden medallion." Nimo had already made his own copy of these maps, so it was already fixed in our version.
It's very odd that the hero picked up the Scarab! I checked, and the hero should be set to guard, so he shouldn't have been able to move over to grab the Scarab. Maybe it's different in the version Nimo has. Either way, it seems like we just need to fix the ability of the blue hero to retreat, so I've added some scripting to use the shackles of war to prevent them from retreating.