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I played through the second scenario. It became 2-2.5 times faster, which is great.
The reset before the labyrinth finally doesn't reduce stats to zero; now, in my opinion, they are, on the contrary, too high for this stage of the game. The labyrinth itself is still the worst part of the mission.
The gameplay is standard: we rush for the +20 initiative ring and the Staff of the Underworld + cloak (thankfully, the guard size is now reasonable), we reach the mentor, and by the end of the second week, we already have a complete build to destroy the entire map.
By the end of the third month, I already had 75 Orc reputation and could have finished the game, but I decided to level up a bit more, and I didn't regret it.
Against the backdrop of rather easy neutral creatures, the battles with the warlords are quite difficult, given the almost complete lack of high-level Dark magic spells and a relatively small army at this stage. I mentored the leader in Summoning and mainly won with phantoms (I especially enjoyed the cyclops phantoms in the battle with Laslo).
I reached 100 Orc reputation, and the final stage of the map turned into a total destruction of everything with phantom-powered phoenixes – Grog was defeated without a chance on the first try; I basically took my hands off the keyboard.
[spoiler=Final setup]
[/spoiler]
Among the errors/inaccuracies I noticed:
- It is impossible to join a stack of units before the siege of the human castle – it is blocked by the corpses of human units.
- In the information about the bonuses for 100 reputation, it says that, in addition to stats, phoenixes and level, they should give 2k mana – this does not happen (although it doesn't change anything).
- The druid to the right of the human city has one name for the unit, but a different name in the dialogue.
- Gabriel says that he will give the key to the treasury at 65 reputation, but in fact, he gives it at 70, judging by everything.
Overall, everything works well, there are no bugs in the quests, at least if you follow the Orc storyline completely.
The reset before the labyrinth finally doesn't reduce stats to zero; now, in my opinion, they are, on the contrary, too high for this stage of the game. The labyrinth itself is still the worst part of the mission.
The gameplay is standard: we rush for the +20 initiative ring and the Staff of the Underworld + cloak (thankfully, the guard size is now reasonable), we reach the mentor, and by the end of the second week, we already have a complete build to destroy the entire map.
By the end of the third month, I already had 75 Orc reputation and could have finished the game, but I decided to level up a bit more, and I didn't regret it.
Against the backdrop of rather easy neutral creatures, the battles with the warlords are quite difficult, given the almost complete lack of high-level Dark magic spells and a relatively small army at this stage. I mentored the leader in Summoning and mainly won with phantoms (I especially enjoyed the cyclops phantoms in the battle with Laslo).
I reached 100 Orc reputation, and the final stage of the map turned into a total destruction of everything with phantom-powered phoenixes – Grog was defeated without a chance on the first try; I basically took my hands off the keyboard.
[spoiler=Final setup]

[/spoiler]Among the errors/inaccuracies I noticed:
- It is impossible to join a stack of units before the siege of the human castle – it is blocked by the corpses of human units.
- In the information about the bonuses for 100 reputation, it says that, in addition to stats, phoenixes and level, they should give 2k mana – this does not happen (although it doesn't change anything).
- The druid to the right of the human city has one name for the unit, but a different name in the dialogue.
- Gabriel says that he will give the key to the treasury at 65 reputation, but in fact, he gives it at 70, judging by everything.
Overall, everything works well, there are no bugs in the quests, at least if you follow the Orc storyline completely.
Нет войне.

