In my recent game I cast the Shadow World spell. As described, monsters come out. It can be (mis)used as an unlimited source of XP, iff you have some levels under your belt. With correct placement of the gate, it can also severely cramp your enemy's style as every army nearby is attacked. My technical gripe with this spell is twofold; 1) You can close the shadow gate by walking into it, however the you still have to pay for the upkeep (5 mana) for the rest of the game. Closing the
BarkDaron
I figured out in another game what was wrong. The Assassin's Blade quest is semi-broken. What I did wrong was that I gave the initial blade to another hero in the stack, i.e. not the top one. When I later return to get the blade upgraded to the Druss blade Then the game is only looking at the top hero (who gets all the loot) when exchanging the blades. If the blade is not there the quest can't complete. As Lord Cobol says, the quest repeats which is nice but overpowering your
I did that. No luck.
As mentioned in a previous post, mana management is necessary in auto play for the auto play (and auto resolve) to be really useful. As it is, heroes frequently and unnecessarily auto cast spells which deplete your mana pool. I suggest a third button, "combat options", along with the auto play and auto resolve. In order for it to be manageable it should have 4 checkboxes in a menu; autocast of 1) friendly healing, 2) friendly status spells (haste, grow, spells that doe
The Assassins Blade quest has a confused start where you get the blade already. Then you are led through 3 combat situations, and finally you should "have the blade". There is no place to "have the blade" and the quest can't finish. Furthermore, it blocks for the starting of new quests. This was discovered using quest maps. However, I could start (and finish) the Victory quest. As mentioned in a previous post this quest is too easy. I finished it with 5 heroes this time, at lev