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well... I meant Konstantin :)
It's strange, in one of the builds, I found a bug that also caused the game to crash, remember, near the Inferno castle in the tavern, you fixed it, and from the next build, it didn't crash anymore. Maybe there's something similar here?
In the maps, only this map is from build 6. I'll upload a save file when I get to a normal internet connection, just in case (it might help somehow). The mods from the "mods" folder definitely aren't the problem; I've been playing with them occasionally for over 2 years, and there haven't been any conflicts.
Added 2 hours 40 minutes ago
Dyrman
If I have time, I can rework it.
For starters...
Knight:
Gabriel - starting with the robber centaurs, he may already suffer losses, and there's no way he can take more powerful stacks right away. Because he lacks the Knight counterattack, he won't be able to get the crucial "Retribution" for the Knight.
Suggestion: replace "treasury management" with "retribution" (if possible without "attack bonus," that would be good; if it's necessary, you can also use their initial skill) and give "regeneration" from the start.
Eleazar - optimal and balanced.
Jeanne - o_0, quite the imagination. How can she be an effective Knight without chaos magic spells, both in the castle and within the starting zone (up to the nearest castle), and without the ability to replenish mage losses and with a clear lack of mana? Clearly, this is a variant for the original game.
Suggestion: you can save her by giving her what she needs from the start (I don't remember exactly what) to get a large stack of mages in the houses, which will partially solve the problems this hero has in terms of army in the starting zone.
Spellcasting (basics) + mana replenishment will somehow help with the mana deficit, and "regeneration" will handle the replenishment.
Godrick - generally good, but lacks restorative spells and a special ability (it's very weak for Knights; you can't be stingy with it, because not everyone will decide to upgrade it if it's not given from the start). It's unclear why the crossbowmen have a weak ballista and a non-restorative tent; they definitely don't help at the start. If this skill happens to appear, you can buy it.
Suggestion: give regeneration + restoration + Knight special ability, and remove the ballista and tent + some artifact that increases the hero's knowledge.
Oleg - after encountering the robber, the hero won't look as threatening as he did at the beginning. There's no army replenishment, and two crucial Knight abilities are missing.
Suggestion: replace magic resistance with luck of the draw (it's very useful at the start), remove tactics (what's the point of it for archers at the beginning?), and add retribution and empathy, and of course, regeneration from the start.
Heinrich - everything is good, except for replenishment of the fallen. With upgraded machine management, a controllable tent is sorely lacking.
Suggestion: attach sulfur rain to the hero's special ability, and put the first aid tent in the 4th slot instead of sulfur rain.
Axel - a very interesting character, but it's very difficult not to lose one Knight in a battle with robbers. This character simply needs retribution from the start!
Suggestion: give basics of morale => inspiration, replace general acceleration with retribution, and give the regeneration spell.
Riana - a fun hero) With such a lousy army, you need to further strengthen her own attack + additionally lower the morale of enemies so that these lackeys have a chance of more than 1% to reach someone alive. Regeneration is useless here.
Suggestion: Incorporate tormenting strike (from the dark magic branch of Knights) into the hero's special ability, in addition to everything else, and give her a chaos set (helmet and ring) from the start; this will increase attack, lower morale, and slightly increase knowledge.
I'll post suggestions for the other races later; let people join the discussion:smile14: