Corrected.- upon travelling through the dwarven tunnels, Brand can see the stairs that must lead down to the cave of the holy grail. But there's no 'rubble' to be seen..
Nothing can be done here, unfortunately.- upon calculating the optimal route, the game does not consider the dwarven tunnel entrance a valid path
You are not given dark points for this, don't worry.- in some cases, it seems like I am forced to do 'evil' things. Like defeating the guards guarding the blue keymaster tent. I already have the key, the guards are doing the duty appointed to them by the officials of Astarya (probably AURAS), so considering the focus on the distinction between good and evil acts in this map, I would not attack them (I'm trying to be a good guy)
But I have to kill them in order to continue through the canyon.
Nice idea. Will do it!- it could be a nice effect if the 3 stacks of 'praying' gargoyles combine into 1 when the player engages 1 of the stack.
Already did it.- a skeleton gives me the boots of the swift journey. I know that artifacts are random and all, but I think (if that is even possible in H5) that key quest artifacts should be 'disabled'.
Agree, will do that too.- When nearing the Ancient Temple, the 'new objectives' icon appeared, but it was not immediately clear for me that it concerned the 'Find the Shield' objective. A little floating text "Whoa! The Temple gates are open!" or something like that, would make things more clear
If you get there earlier, there will be less difference- the mummies want me to prove my worth, but this is easily the easiest fight in months. I just fought 300+ lich masters and 300+ death knights in room 1 and now face a whooping 15 mummies in room 2
Holy random. And the bow is not a quest artifact.- tomb of the warrior holds the Unicorn Horn Bow, another key artifact
Maybe... Will do that too probably.- near Jonna's ship; the 'new objective' icon appears, but with so many open objectives, it is unclear which. A little floating text would help
No, no. It was another dwarf looking for artifacts. And the text clearly states he died2. I'm a bit confused. The dwarves speak of 'Undar', but I thought I was after 'Rogvar'?
Right. Forgot to do that.- it would be nice if the treasure chest in the king's tomb held more gold/experience. Like the bigger resource piles
Well, it should not. Blue light only shows when there is a new quest available.- Sailor's Guild does not light up blue after finding Jonna's ship
Right, it's not good. Will correct it.- upon visiting the Cleric of Light:
1. the text asking if I want to learn (L)ight magic interferes with the (W)ife texts in the order: [WWLWL]
Corrected.2. Noble me decided to give a part of my (life) experience to resurrect the sailor. Text said that I would lose a random 1-3 levels of each skill. I lost nothing.
There should be no caravans after Haegar arrival at all. Will check it out...- just before Brand's brother stepped out of the portal, a caravan with reinforcements arrived. So now the next days start with the "some of your caravans might not reach destination" message which seems odd since Brand and his brother are supposed to be allied
In the new version mercenaries will require a lot more gold. First, fees are difficulty-dependent. Second, they increase randomly from time to time.1. gold was an issue in a few days in week2. And only then.
Well, I believe it's good when you have a large choice what to equip2. amount of artifacts a bit too high for convenience. Tend to clog up the inventory
Done already.3. balance is ok to a point. There were some challenging fights to keep the interest. I think some more mixed neutral stacks would make things more fun
You've made it all through with only 150 stalkers? Nice4. though the mercenary concept was fun; I ended up using little.
- arcane archers in week 2 only, and stuffed into some garrison after that
- 50 something zombies on 1 specific day
- 9 sprites for convenience against slow walkers
- and at some point late in game, 15 mummies were stuffed in my ranks
- most of the map was cleared with stalkers only. I think the game would be a lot better balanced if stalkers could not be recruited
No, it was intentionaly placed in hard-to-reach location. Don't want to encourage players to change skills too often.5. if it is supposed to be functional, the memory mentor was located too far into the game imo. The player will have either 3 or 4 artifacts when being able to reach it (4 is more likely as players tend to postpone ocean travel), so most if not all of the game will have been played. I think an island in the sea would be a better location.
Caravaned troops are difficulty and random dependent. Thanes are for those who stuck in the game for too long6. Thanes were being caravaned to my town in the final 1 or 2 weeks of play. Could be sooner I think. I never used any dwarven units in any battles (though I was running around with 100+ berserkers) and several lvl6 dwarven units earlier in game might have changed that (a bit)