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#86
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I crawled to the end of the map, 119 days ("hero"). The scenario is well-thought-out, the map's geography is good, and the map's artwork is of high quality. I didn't like the opposing heroes at all. I started playing the map, then stopped, and then continued. I got annoyed again, stopped, continued again, replayed it, got annoyed, and stopped... Right now, I'm not really in the mood for maps. But, as they say, in times of scarcity, even shrimp is a fish; without these circumstances, I wouldn't have reached the end of this map no matter what. In the pursuit of creating "difficulty," the core of the game – strategy – has been forgotten. How can we talk about strategic development if the AI heroes act according to their own, random rules, which are inaccessible to the player? It's like preparing a football team, but the opponent sends out a rugby team or a polo team on the field. (Udun annoyed me the most; Kahn is nothing, the battle is won on the first try.) Even in the final battle, it's not the hero that the player chooses who participates, but rather a random one. If it was stated at the beginning of the map that Railag is a key character, that would be one thing. But when he sits idle throughout the game, and then the author suddenly sends him into the last battle, that's something else entirely.

My main hero was Kane; he defended almost all the castle sieges. I tried Frieda, but it didn't work out; she looks too weak compared to the AI heroes. I put Zehir on a war elephant; he cleared most of the map, mentored other heroes, and met Pyrrhus. Fedya, Frieda, and Gotai captured and maintained the flag on the human dwellings. Isabelle guarded the rear in the castle. The rest were just running around, fetching and carrying.

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