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Not perfect, but still... ))))) And thank you for the criticism.
I agree. I'm glad that work on the map is continuing. My suggestions are to be more attentive and critical. Juss456 wrote very detailedly about the "childhood diseases" (message #8, starting with "More minor flaws"), and I decided not to repeat myself (I couldn't see everything myself). Juss456
Too harsh.
Juss456, I have no doubt that this map is the author's first attempt. I am not against unconventional thinking, and even support it. This work is presented for public review and discussion, which implies that it is 90% ready, but in reality, it is just sketches and outlines for a future map. Accordingly, my assessment is that the map still needs a lot of work and should not be rushed into publication. Imagine that you came to a dentist to treat your teeth. He is a novice doctor and starts treating them in a way that is not quite right. This is already going off-topic, so it's worth wrapping it up. As far as I can tell, the author's ideas are already moving in the right direction. It turned out to be long, I will share my thoughts about Alaric tomorrow, I apologize for the unintentional "novel with a sequel."
Added after 23 hours 6 minutes Juss456
Why does Alaric need the speed magic when he already has acceleration, and it is not difficult for a Knight to get light magic?
If I remember correctly, Alaric has +1% acceleration per level. Having "speed magic" (i.e., 30% initiative right away), by level 10, he will be able to cast "acceleration" at the level of a skilled light mage. In 10 upgrades, you can easily get skilled darkness with "mind control." ("slowdown" is given at the start -40% initiative). This should be enough to easily pass through neutral creatures. I got to level 9 on this map in two turns. By that time, the castle is not built, and there are only starting troops. "Retribution" does not play a role in this case (even with skilled leadership, it will take almost a month to gather a significant number of troops), and Alaric's special ability combined with "BS" is already useful. Now, if you want, you can take light - skip the "righteous wrath" perk. Strictly speaking, the "archery" skill is the least suitable for Alaric, especially if the opponent is a Barbarian: only a miracle (like "empathy") will prevent the centaurs from going before the human archers, and little will remain of them. But starting with archers as a bonus and the archery perk is easier. That's why I wrote that it's better not to fill the slots in "attack" at the start. Everyone can decide for themselves what is more important in a given situation. Now about the bonus upgrades. We need to decide, are we for simplifying or complicating the start? Option one: then red archers, they are better in most cases, and add 2 adepts to them. These give a stronger "punishing strike" than seraphs, and they are easier to keep. Option two: white archers, without senior units. The infantry remains unchanged. In general, the author of the map (and the map) has the right to decide what and how to arrange.