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The campaign is, of course, excellent! Thank you to the author for their hard work. As mentioned above, it can be considered on par with Nival's original creations.
However, some moments somewhat spoiled the experience.
Constant overcoming of challenges. Is everything going well for you? Here's a hero who appears out of nowhere, reaches you in one or two turns, and has an army one and a half times stronger than yours! Are you tired of monotonous battles with neutrals, where the auto-battle loses all your Paladins every time? Here are even more neutrals to make life even more exciting!
Green Cavalry. In itself, it is much stronger than Paladins and Knights due to the skill that reduces defense for each cell it moves through (it was very sad to see a stack, protected by strong defense and stone skin, fall in almost one hit), and they usually move before your own Knights! In addition, they cannot be charmed, and they easily remove charms from other units due to the Lay on Hands ability. You can't ignore them, and if you don't have Blind, you're doomed. All that's left is to add a Tournament Strike for perfect balance :)
Neutral Heroes. Why add them if they are not connected to anything? Every time you expect something interesting (at least a backstory about how they ended up there), but it turns out that they are no different from a stack of neutral creatures.
And a couple of bugs I encountered:
Imperial Archers. If the first shot in a ranged attack is successful, the second shot will not be fired. If, on the contrary (the first shot is normal, and the second is successful), then everything is fine.
Fernando. When I played the 4th mission for the first time, I was delayed and arrived at Arantir around the third week. By that time, Fernando had apparently appeared and moved somewhere from the corner of the map; otherwise, I cannot explain the fact that Arantir did not encounter any resistance on the way.