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Rock of Grimheim

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#62
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AstralLein
So, my stance is as solid as dwarven steel: I won't adjust the balance for those who choose a Hero but don't remember anything from the texts, ignore side quests, don't even try to understand the new Faction on the map, and then wonder why they didn't win. However, I will definitely consider normal playthroughs where it's clear that, for example, the celestial warriors in the fourth wave consume too much blood, but in the fifth wave, they don't.

A map creator is an artist who works hard and does it for free, for their own enjoyment, for the game, and for its community. They should be proud and be able to distinguish between harsh but justified criticism and unpleasant negativity. This is my position regarding Nicksan's playthrough. As for the difficulty policy... I really love games by Miyazaki. Such relaxing, kind games, for everyone... The source of inspiration determines the policy. And I've never been inspired by Master, but I am a fan of the Red Haven formula. And his maps are definitely not simple.
What is the purpose of complex maps in a turn-based strategy game? To test the player's strategic and tactical skills! This is the real "challenge." If a player can lose due to their own mistakes, but with a strong game, they can guarantee themselves a victory, then this is a good balance on the Hero difficulty. However, there are situations where a player can play the entire game perfectly, but from a certain point on, they will still be forced to play a long game of chance. This should be avoided when creating maps, in my opinion. That's why I asked you if you had thought about how the player should play the final series of battles to ensure victory. This is where the discussion started.