Auto-translated
I finally finished playing through the map. Towards the end, I got tired of dealing with all the hordes of enemies, especially the undead, and the last two battles were impossible, so I had to resort to using the console.
Overall impression of the map:
A well-designed map with an interesting plot, an unexpected plot twist, and many quests. The presentation and atmosphere are excellent. The heroes have interesting specializations, and the enemies are very challenging.
What I didn't like:
- The excessive strength and number of enemies (necromancers). More precisely: you only realize how you need to develop Greta after encountering the first or second enemy. You don't expect it at the beginning. Not every build will work, and a lot of things have to align to avoid critical losses.
If you capture the Ring of Dragons and Karlam takes it, get ready for enemy ballistae.
If you give Greta the Machines skill, haha, could you have chosen a more useless skill?
If you don't give Greta defense, the stacks will fall with a single hit. If you don't give her magic, be prepared to resurrect one unit while the enemy hero wipes out 2-4 units per turn with mass spells. And so on.
In general, if you don't have an early save, you might as well start over.
- There are gremlins everywhere, and their special ability on the map is useless. It would be much more useful to have Master Gremlins - to resurrect golems and repair machines. When I reached the fort, I changed them, but then I had to disband the remaining joining stacks.
- There were a couple of moments when I didn't know what to do next or where to go. The marker for unlocking the prison with the boots was poorly visible, and I barely found it after I had already explored almost the entire map. I never figured out how to summon the ship. Karlam didn't have the "Summon Ship" spell. Maybe there should be a scroll somewhere? I had to teleport the hero to the castle so he could learn the spell.
- Some temporal inconsistencies. The mermaids give a quest, promising to point out the phoenixes when I had already found them, etc.
- As I said, Karlam ended up being a purely combat-oriented hero, without any magic skills. I went to the mentor closer to the end, but after one of the quest givers tried to "teach" the hero spells, he didn't teach him anything. And when I gave Karlam one of the magic skills, no spells appeared. At all. You should at least be able to build the guild in the castle up to level 5 after unlocking the passage, in my opinion.
- At the end, the console was full of errors. In Karlam's first battle with Baal, I didn't put on Sandro's cloak, and after winning the battle, I was immediately given a defeat. I replayed the battle, this time with the cloak, and after it ended, there were a hundred "Object "Greta" is not exists" errors in the console, but the game continued. After the final battle and cutscene, everything froze, and the game didn't finish. The console displayed the message "Object "Karlam_copy" is not exists".
- The elven traitor (I think his name was Liddell or something like that) had to be taken to his father, but I couldn't find his father. He seemed to have disappeared from his previous location, I don't know. I had to give up on this quest.
- The scientist-astrologer is a trap; 3 powerful stacks of archers always go before everyone else and take out 2 of my units. No staffs or rings will help with Wingael's special ability.
- There was a funny moment when Baal ran right into the stable at the beginning of the night.
Overall, all of the above didn't spoil the playthrough too much. Thanks for the map!