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Heart of the Night

#171
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vadim_t
fulfilling certain conditions by the player. One wrong step – and you're done.

Well, it's a great RPG, with quests, battles, and all that.
There are also options for creativity, although, in my opinion, depending on the difficulty level, there may be fewer of them.
With Greta, you need to think and choose the right skills. Luckily, there's a good mentor in the basement. If you don't give your hero certain skills, you might run into problems, or at least, they will definitely become a problem, the question is to what extent. You need to choose skills and fight in such a way that the battles are won with minimal losses, or with minimal casualties, like with nymph kamikazes. You need to plan Greta's journey so that at the beginning, you can level up as much as possible and get the Phantom and Resurrection spells. The first one might appear in the city right away, or it might not. It's generally better not to lose archers and druids.
Looking back now, I realize that I didn't really use dragons at all, i.e., they could have been left unbuilt and unbought, and the Ents were only useful in the battle with the last Necromancer. So, you can save them up but not buy them, and you don't need to spend resources on upgrading the Dwelling.

Here, I'll write a suggestion for the author - it would be good to place some kind of mine near the castle so that you can temporarily store unnecessary troops, and then you can deploy nymph kamikazes, which are very useful. There are mines near the gates, but that's too far away, you need one closer. And then you can make the Necromancers even stronger:smile51:, maybe not the Engineer and Gilva, but others. Or, if you don't upgrade them, you can add another quest; I can write the idea in a private message...
And another mine for Carlam DOWN near the one-way portal when we entered the catacombs - for the same purposes, to sort out the troops. I completed Turgal without losses, using only yellow Rakshasas and regeneration, but before that, I maxed out Carlam's light skills.

Unicorns, as children of light, are also needed because they can be a good combat unit; they just need divine power, and then their damage will be great. There will be someone to resurrect, and the unicorns will copy themselves.
These dancers – it feels like I only used them to deploy them and 1) determine the turn order based on the initiative scale, 2) liches or Gilva would shoot at them or cast some nasty spell on them instead of the archers, i.e., to distract them.
Maybe it's better without them – you need to try, but for that, you need a mine near the castle, maybe a wood one, because there's a shortage of it later when you create mini-units. This is so that you don't get stressed, but feel comfortable.

And that's it, if you remove at least the dragons and Ents, you can deploy nymph kamikazes, and they will boost morale and move Greta forward, i.e., we can even increase our initiative. You just need to coordinate everything.
In principle, I think there is enough room for creativity with Greta, because you need to approach each Necromancer individually and think about how to deal with them best. Maybe you should add a couple more Necromancers for her, otherwise she'll be bored at the end))