In what sense? You can't build a second capitol there.
The mentor isn't just a formality or for the ending; he's vitally important in the dwarven lands. First, the enemy changes after you go through the gate. Second, the player is given two heroes, and their skills may not match the situation. Third, the main character's development level by the time he meets the knights may require skill adjustments. One of them might have accidentally fit in. Lorik is already rewarded with the "leadership" verigas; now, he's also getting rune knowledge. You can't play without a mentor here. Lorik has a built-in "thunderclap" rune; he doesn't need anything else in this part.
But you can build an upgraded fort in the human lands; the green won't appear there.
Can you believe that the player has gone through almost the entire map, climbed into this corner of the most remote area, and is now lacking some spells?
I managed to take out the traitor, but I can't figure out how I got to that point. It's not surprising that most people get a different ending.
There's no arguing with that. The game mechanics don't allow for two capitols.
I'll think about the mentor in the starting zone, although I still think it's a huge cheat. Not only does the player have two heroes, but he can also change their upgrades as much as he wants (well, almost). That's just too powerful.
The runes replaced the two skills that were there initially. Lorik has 4 free slots.
I didn't think about the fort... Thanks for the idea! :)
If the player is really unlucky. Plus, no one rules out alternative uses for the hero.
There, you need to take three blue castles. It's strange that there are so many problems with this. Kirdan handles it perfectly. You can take a city for tactical reasons.
:rolleyes: No one said that the map changes the abilities of champions and war griffons. I only found that out from replays. :cool: