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Demon invasion.

#235
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Finally, I managed to more or less successfully complete half of the first mission, although I couldn't finish it due to endless replays with those awful stacks of dwarves that are everywhere. So, here's some very useful (but not necessarily accurate) subjective feedback: D I mentioned randomness earlier, but I realized that I greatly underestimated it in this map. A stat boost on level 3 – hello, education! I cleared everything around the castle up to the assassins near the center – and I got 7 (!!!!) points in spell power. Just 7 raw points of magical power and +3 from an artifact, and I was crushing everything. I'm taking out hunters, hello, strength bonus guarded by un-upgraded titans. In general, I'm disintegrating everything in my path with one or two waves of fire and, as a finale, a cloak that gives +50% fire damage – just, curtain, 21 spell power, 1140 damage from a wave of burning. Of course, I easily take out the door to the other demons and complete the first part of the map in 2 months and 1 week without even entering my castle once. The second part of the map distributes stats as 2 0 3 2. There are absolutely harmless stacks around, like swordsmen and liches, and, just like the cherry on top, I get another stat boost after level 4, and there was also an artifact worth 1k gold guarded by un-upgraded skeletal dragons. Of course, I clear everything before the reinforcements from the Conflux arrive and finally get to the main gameplay of this mission. However, my luck in the casino ran out at this point, and I also made a big mistake when I tried to get another leadership skill and go through spells again, but it didn't work out. I couldn't find any artifacts that boosted spell power, nor the leadership skill itself. I went into the darkness – and there wasn't a single decent high-level spell (managing to get Unholy Word from the other 5th-level spells and Dragons Utopia at the same time – that's definitely a great start), so the build is disappointing, and I didn't get any useful artifacts (the ring for machines was nice in the carriage), the battles were extremely difficult and slow, and I had to replay a lot, and in the end, I gave up on the second garrison before the coveted mentor. In general, to summarize, author, if you are going to update the campaign, I really hope you make it less dependent on luck. Given that the gameplay of this map assumes a build that relies exclusively on magical power and 3 spells, some suggestions could be: a scripted witch with protection/stat boost at the beginning, points for +1 spell power, maybe some specific artifacts are needed, and in general, all custom stacks behind the garrisons and with level 7 creatures, because sometimes, when they spawn, it's immediately clear that you can't beat them (in the wizard's tower, knights, genies 75%, on strong artifacts, devils and elven dragons, etc. spawn). The map is very, very dependent on the distribution of points in characteristics. The ideal start is described above, but before that, there were 3 unsuccessful attempts, and in one, I got only 1 (!!!!!!) point in spell power after 20 levels, and in the end, there were 4 (3 from the artifact) to clear the awful stacks behind the garrisons. And then, I'm not going to claim anything based on my unprofessional knowledge of combat mastery, but either the stacks (20+ damn titans with spells) or at least their number (~50 x3 angels (?!?!)) at the portal and library should also be changed, because they can only be defeated under ideal conditions, both in terms of the build and the battlefield (and what kind of mess happens on heroic difficulty is terrible to even think about). Furthermore, the second part of the map on the surface also desperately needs clearly defined stacks and maybe artifacts, because one bad spawn, and you're sent back to the beginning. An unsuccessful distribution of points, and you're miserably clearing hundreds of units with 1 spell power. Then, the small amount of magic in the hero (if you're not lucky with the initial distribution) gives almost no chance of defeating the garrisons with magic without unpleasant losses, and playing immediately with an army and reinforcements from the Conflux takes months, and the enemy has legions at the end. I won't claim anything, but the mentor being at least one garrison closer would give hope for correcting mistakes and more advantageous builds at the beginning (and considering what spells will appear in the guilds, it's a whole field of wonders, so it's simply impossible to predict the corresponding build), and maybe something should be done with the portal stack as well (22 magic-immune dragons and flying units on the entire battlefield make you fight with tears, not to mention the rest of the mob). Of course, everything above is the point of view of an amateur without in-depth knowledge of secret tactics, playing as a warrior, and whose ceiling is abusing darkness and raising the dead with BDP: D, but I was comfortable playing on the same difficulty level and the previous campaign without any particular problems or restarts, so I sincerely hope for improvements and greater playability without losing difficulty and interest.