Now, most battles are close-quarters combat. But archers always have time to shoot, and even fast enemies can be kept at bay for up to 3 turns!
Yes, magic has been weakened. Now, "buffs" and third-level spells are very effective. First-level magic is weak, but some spells have decent after-effects.
Cities now generate up to 4500 gold, and forts generate an additional 500 – mines generating 1000 would be unbalanced.
Yes, the lack of growth indicators is a drawback.
Not just sometimes. Some spells have a 2-turn cooldown, while others have a 3-turn cooldown. If a spell is only used once, it's quite disappointing.
I'm not sure about that. Archers can switch to melee combat (this is very useful for cyclops, for example) by pressing "Alt" (previously "Shift").
I have mixed feelings too. The graphics are great, but many things are annoying. After a decent main menu was added, the most annoying thing is the "copy-paste" units (stream spirits - water elementals, radiance - air elementals, blinding radiance - light elementals). And the lack of a city window is also a drawback. I also didn't like the excessively high percentage defense of all units, which makes all units deal weak damage. But the game is addictive. It's now more interesting to plan the hero's development, and you can spend a long time exploring skills! The reputation and dynasty ideas are very interesting (see the new topic). All units have interesting active/passive abilities.
Regarding magic, I didn't like the fact that each faction has 5 types. It would have been better to give a maximum of 3 types to each faction; otherwise, spells with the same effect are pointless! It would be better to give each faction Primal magic and two other magic types that suit them thematically.
Цикл "Закадычные враги": "Особенное гостеприимство, "Супероружие", "Меж молотом и наковальней"
"Падение Шантири"
Кампания для "Кодекса Войны"
"Выбор Сагиттеля"