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The Path to Balance

#9
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I finally completed the map. It also took me 4 months. Here are my suggestions: 1) Imps should be located near one of the towns, Cave Lords near Utopia (and possibly Archdevils near the main town of the Orcs), and they should be in a neutral state (preferably with the option to join them); 2) It's unclear why there are so many Orc towns in the central part of the map, especially those that can only be reached at the end of the mission; 3) They can't even be used for gaining experience, as there is a level 25 limit (which is not relevant for a single-player map anyway); 4) Somewhere around 81.65, there is a point where passing through it resets one of the towns along with the heroes inside (if Agrael is in the town, it counts as a defeat). It is recommended to remove this; 5) The lower-left part of the map feels a bit empty, and after the last Orc, Markel looks out of place; 6) Since the Dungeon is present, albeit smaller than the main map, it might make sense to move Markel and his companions there, adding another town or two; 7) The main hero receives reinforcements from time to time in the form of 25 Imps, 14 Cerberuses, 5 Succubi, and 1 Archdevil. If you upgrade the Imps to Devils or the Succubi to Demonesses, but still recruit the other types of troops, it starts to cause difficulties (Imps or Succubi arrive, but there is no space). Perhaps, like the "Goblin Aid" skill, it should be based on the creatures the player already has; 8) According to the rules, enhanced versions of spells are only given if there is a chain of "(Any) Irresistible Magic -> Arcane Wave," which makes the altars at 119.88, 118.33, 119.7, and perhaps 79.17 useless – without the "Lord of Curses," it is useless, and with it, a regular spell is sufficient. The altar at 122.12 does not contain any spells at all. P.S. The changes in the Orc towns look... a bit unusual, although beautiful. Perhaps they should be made a regular background instead of separate objects.