I finally managed to more or less normally complete half of the first mission, although I couldn't make it to the end due to endless restarts with those vile stacks of dwarves that are everywhere. And, accordingly, here is some very useful (though not necessarily so) subjective feedback
I wrote about randomness above, but I realized I greatly underestimated it on this map. Level 3 buff — hello, education; cleared everything around the Castle up to the assassins by the centaur — got 7(!!!!) points in SPD. Just 7 raw spell power and +3 from an artifact, I simply steamrolled everything alive. I take out the trackers, hello Tome of Power guarded by unupgraded titans. In short, I disintegrate everything in my path with one or two waves of fire, and the apotheosis is a cloak for +50% fire damage; simply, curtain call, 21 SPD, 1140 damage from a wave of firebreath. Of course, I kick the door down to the other demons and, with the starting stack of imps, finish the first part of the map in 2 months and 1 week, without ever even entering my Castle.
The second part of the map, stats are distributed 2 0 3 2, surrounded by absolutely harmless stacks like swordsmen and liches and, just like the cherry on top — I got the Obfuscate skill after level 4, and there was also an artifact for 1k gold guarded by unupgraded skeletal dragons. Naturally, I clear everything before the reinforcements from Shio arrive and finally emerge into the main gameplay of this mission. However, that's where the casino luck ended, and I made one big mistake when I tried to find a female leader again and go through spells once more, but nothing worked out — I couldn't find SPD artifacts, nor the leader herself. I went into Darkness — not a single decent high-level spell (managing to catch Unholy Word among the other 5th circle spells and Dragons from Utopia simultaneously is clearly a great start); in short, the build is dull, didn't find any useful artifacts (the ring for machines in the wagon was a pleasant surprise), battles were extremely sluggish and difficult, I had to do a ton of restarts, and in the end, I gave up at the second garrison before the coveted mentor.
In general, to sum up, author, if you are going to update the Campaigns, I strongly ask you to make it less dependent on luck checks. Given that the gameplay of this map assumes a build exclusively through magical power and 3 spells, some possible suggestions could be: a scripted witch with Protection/Obfuscate at the start, points for +1 SPD, maybe certain artifacts are needed, and generally all custom stacks behind garrisons and with level 7 creatures, because sometimes as soon as they spawn, it's immediately clear they can't be broken (horses and djinn spawned 75% of the time on the wizard's tower, devils and elven dragons on strong artifacts, etc.). The map is very and VERY dependent on how points are distributed into characteristics; the ideal start is described above, but before that, there were 3 failed attempts, and in one case, only 1(!!!!!!) point in SPD came in 20 levels, and as a result, there were 4 (3 from artifacts) to clear those vile stacks behind garrisons. And later, I won't claim based on my non-professional knowledge of battle mastery, but either the stacks (20+ damn titans with casts), or at least their number (~50 x3 angels(?!?!)) near the portal and library should also be changed, because they can only be broken through the most ideal conditions both in build and battlefield (it's terrifying to think what kind of trash happens on heroic difficulty).
Then, 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 heading for a restart. Poor distribution of points, and you're miserably clearing hundreds of units with a fork with 1 SPD. Then, the low amount of spell power for the hero (unless you're lucky with the base dump again) gives almost no chance to break garrisons through magic without unpleasant losses, and playing immediately through the army and reinforcements from Shio means months of waiting and an enemy with legions at the end. I won't insist, but putting the mentor at least one garrison closer would give hope for correcting mistakes and more profitable builds at the start (considering that what drops in the guilds for spells is a complete game of chance, a corresponding build is simply impossible to predict), and maybe something should be done with the portal stack too (22 magic-immune dragons flying across the whole battlefield make you fight in tears, not to mention the rest of the mob).*
Of course, the above are all the viewpoints of an amateur without deep knowledge of secret tactics, playing on warrior, and whose ceiling is abusing darkness and raising dead with BDP*, but I was comfortable playing on this same difficulty level in the previous campaign without any special hassles and restarts, so I sincerely hope for improvement and greater playability without loss in difficulty and interest.
Damn, well, if you can't pass on warrior :)
I've encountered legions stronger than yours here, several times over.
An army that is superior by several times and heroes with good damage, who in their right mind charges them head-on?
Level up the demon mentor, upgrade secondaries in BDP, machines with firearms, Devil's Strike, darkness, BDP, and keep the hero at a distance with the whole army not far from the Castle.
Regarding spells, Mind Control and Vampirism aren't in the Castles at all, but Berserk is. Spells carry over from the first half; if you don't fly blindly and quickly to who-knows-where, you can linger a bit and build up the guilds. There are many Castles; if Berserk doesn't drop, it's very bad, but the chance of it dropping is high enough. Upon transfer, the hero has no stats, but has plenty of mana and Berserk, which will help in the first battles, and then a bit of an army appears for the fight
