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I downloaded the archive, looked through it, and didn't find the Seer's Hut.
As I understand it, we have different ideas about what the "prophet" object is (mine is 47.129, the aboveground part). But, for simplicity, let's skip this point.
And Grover also participates in the Empire expedition, that is, with humans.
If he is on an expedition with humans, then where is the human Castle? Grover clearly has a split personality. One Grover goes around with Academy troops, establishes Academy cities, and defeats Harold's army sent to capture him in battle. The other Grover considers himself a conquistador of the Order faction, goes around with knights, but, after being captured by Harold, is forced to be treated for schizophrenia.
Watched the replay and didn't see anything so terrible.
Nevertheless, the conclusions were correct (The initiative bonus for Glen has been removed.). It was primarily the emphasis on the initiative of Glen's troops that I disliked. Academy troops must have an advantage in initiative compared to human troops when the hero reaches level 30, at least due to their miniatures. Humans can have an edge in "mass" or attack/defense ratios. At the same time, Glen casting "slow" along with "prayer" in the previous version was acceptable, but with the inflated initiative of human troops in the new one, it became excessive.
And what makes the last hero strong? Is it because he can cast Dominate, Berserk, or mass spells? In my opinion, the only thing he needs is reduced troops, stats, and everything else.
I don't like the final hero not because he knows how to cast mass "light" spells and single "dark" spells, but because he casts either three spells (!) (one mass spell and two single ones), or two spells in one turn. If you wanted to make things more difficult for the player, why not immediately unleash all the magic of "darkness" on the hero in the first cast? That would definitely be challenging. The player has no way to simultaneously remove curses from his units and cast something else. Moreover, "dominate" and "berserk" are removed in different ways, i.e., not at once. I already wrote about such a concentration of spells (#33), and now it has become even greater. To win the finale, knowledge isn't important; ordinary luck and guesswork are. If both "dark" spells work, you lose; if one works, you can hold out for a while. As a result, there will be many replays. I would be interested to see the author's version of conducting this battle. Finally, the mentor at the final Castle is working in version 1.2. This is just a small clarification, as some confusion arises from the posts above.