Okay, I'll put the tavern at the beginning, anyway, it's needed for the quest.
The demons, okay, will attack more slowly.
And in general, in reality, these changes again affected the difficult start of the game; in the middle, I assure you, it's very easy to pass, and at the end it's even easier; only the final General poses a threat.
Version 1.2.1 will be released soon.
Upd: What about the ending? It remained unchanged; should I replace it with a happy ending?
Upd2: As soon as I decide about the ending, I will immediately release version 1.2.1, since I have fixed all the other issues. The demon respawn has been completely changed; now the General arrives after 70 days = 10 weeks! The first one still arrives after a week, but then you will have a lull.
Upd3: By the way, there is a very interesting bug on all these maps, which I might fix, but I'm too lazy. Since the demons are initially given the order to run to your city, the movehero function may not react in some situations. First, if a stronger enemy outpost/hero is encountered on the way and blocks it, and second, if the path to the city is blocked by any hero. In other words, if you hire an assistant and place him one cell in front of your city, the AI will be very slow = it will skip turns. However, if the cell to the city is blocked in this way before the demon appears, the script will simply skip the aforementioned movehero function = the enemy hero will become uncontrollable. For example, he defeated the rebels. Also, the function will not work if the destination is occupied by another, but friendly player = he simply cannot enter it. Of course, you can protect yourself from this using the CanMoveHero function, I think, but I wrote this as a small hint on how to delay the enemy if it becomes too difficult, but you want to complete the map.