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I'll tell you about my first impressions of TE. We played the Danger Zone map with Bayazet in a tournament, where he quickly leveled up his low-level creatures on the swamp (back then, there was 100% experience gain, but only for those who participated in the battle), and in the early third week, he defeated my considerable army of higher-level, but under-leveled, creatures. This happened 1 or 2 more times, and I hated TE. I didn't understand the point of it at all. But I set myself the goal of figuring it out, reread Horn's manual, and gradually began to understand the essence of the changes, and over time, I finally understood why everything was done the way it was. In TE, everything is done exclusively for balance and convenience. For convenience – buttons and all sorts of divisions; now, they've even added new resolutions, 1280*1024 instead of the standard 800*600. For balance – they raised the power of the magic schools (before, everyone only took Earth and Air), fixed the overpowered heroes – one player had 3-4 heroes, including a Resurrector or Solmyr, while another had some kind of Pikedram, removed the cheating ability to view the opponent's heroes and cities, and introduced classes and upgrades for variety in game tactics and to have something to counter the opponent's strong units. Of course, there are some rather controversial innovations, such as the new teleports (teleport entrance/exit points are transformed into 2-tile structures), or new map templates like 8mm6a instead of 8mm6, but overall, the balance is incomparably better than in version 3.2