Auto-translated
I played the version 0.9 map and completed it in 108 days. For me, this map became like a "fight club" – my mind and heart disagreed. The map is well-planned, and the surface is beautifully drawn. There are dialogue scenes, some of which, especially towards the end, are simply fantastic. The minor flaws I noticed are not critical. The red flags didn't disappear after the mine was destroyed; the prophet near the city increases magic/knowledge for any hero who visits him (a scene with Alaric's participation); there's a lack of a Sanctuary near the castle (there are many enemy heroes running around, and there's nowhere to take your secondary hero, and constantly buying new ones is expensive). Overall, it has everything, but it wasn't enjoyable to play. I started, then quit, tried again, quit again, and finally, somehow, reached the end. I didn't like the main character and his adventures. At the beginning, Alaric is very weak, and his development is like carrying a piano up a 10-story building without an elevator. Battles with AI heroes are an endless replay: the troops move quickly but hit weakly, and in return, they take a lot of damage. Finally, Alaric grew to level 16, I gave him 6 Archangels, removed the rest, and now all battles are on autopilot. It doesn't matter who you attack; you just walk around the map, beat everyone, without any losses. This development doesn't add to the interest in the game. In addition to this, I don't trust heroes with a "speed boost" special ability. While exploring the map, I noticed that there are no pieces of the dwarven set anywhere, and my doubts became very strong. The battle with Naadir turned out to be darker than my worst expectations. The author showed with ruthless clarity the inadequacy of Alaric's main specialization. How can you "speed up" when the AI casts spells four times faster than the main character, and can cast "berserk" and "dominate" almost in one turn? There's no point in hoping for magic resistance with such an intense barrage of spells. The battle setup is a textbook example of "overwhelming" Heaven. It's no wonder that there's already an example of an army composition for Alaric for this battle using undead. (The real Alaric is an inquisitor, a zealous servant – he would never fall into such heresy). After that, the split consciousness and the battle with the shadow became completely natural for me because of the similar feeling. The heart easily defeated the mind. Thank you for the map, but I don't want to replay it.
I wouldn't say that Alaric's specialization is weak: in battles with Naadir during testing, the accelerated army sometimes defeated the undead in a few turns. And the onslaught is a nice touch. Taking undead troops, in my opinion, is just a strategy, especially since it's not encouraged in the battle with the shadow (undead troops are tripled).
The red flags above the mines are a feature of the behavior of a player who has reserved heroes. I don't know what can be done about it, or if it's even necessary? The player still doesn't walk around and doesn't take up time.
I might add a Sanctuary in the next version when there are enough changes to the map to make an update. Do you have any suggestions for improvement?
Added 35 minutes ago
I really liked the scenario and the dialogue scenes using human and mage cities. How can I add them to the map myself and place creatures on them?
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога
Существа NCF
Орден Порядка: 1
Нейтралы: 1 2 3 4
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога
Существа NCF
Орден Порядка: 1
Нейтралы: 1 2 3 4