I liked it. I wouldn't say it's something revolutionary in the genre, but the small features look cool.
1. Chargeable abilities. They made it roughly like in Song of Conquest with magic. You can charge up with a bunch of small charges, or there are spells that boost the charges. And then you can use these charges to charge up a unit's ultimate ability or just have the hero attack.
2. Faction laws and progression. The hero's progression is a lightweight wheel from the 5th game (and some sub-skills combine with each other, for example, in attack there is a sub-skill that increases damage, and if there is dark magic, i.e., night, it doubles the effect). And the laws are like a tech tree, quite diverse, and you can combine it with the hero's specialization or just go for some kind of build. Well, you can conditionally divide it into melee, ranged, and support, but it's still cool.
3. Visuals. This is 100% a matter of taste, you need to get used to it and you can play. And now I wouldn't say that the visuals are bad, just different. What I didn't like is the small font and there's no way to increase it.
4. About the factions. I've only played as the Castle so far, and I was surprised by the shooting cyborgs (angels). I haven't played the other factions yet, but judging by the description of the skills, the units seem to play differently. It's definitely better than in the 3rd game, where basically the units just have different skins and the numbers are slightly different.
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