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I completed the game with a hero, after several attempts, in 129 days. It took me a while to figure out how to deal with Loran. In the end, I saved up money, bought the second set of dwarf armor, and only then sailed to the southern castle. In general, Loran was annoying, and in the early and mid-game, she definitely made things more dramatic. But in the last 3-4 weeks, he's just comical – he attacks, roughly every 5 days, and, of course, gets his butt kicked.
This is an AI problem; it can't accurately assess the danger posed by the player, so it attacks.
Some problems are created by the interconnectedness of quests, i.e., their sequence (if you don't go somewhere in time, you won't get anything in the next location).
What exactly is wrong with the quest chain? By choosing one side, you are smoothly guided through its quests until the end of the game. Most main quests can be postponed for some time by refusing them. If you don't want to play as the dark side, you can refuse their quests and rush to the elven lands to do good. Everything is written in the messages; you can always click CANCEL.
I didn't understand the role of the two locked eastern heroes (Vittorio and some Necromancer): they just quietly wait for their death, which by that time is an easy task. Another question is about the allies – what are they for? The yellow weakling doesn't even distract attention properly, and the blue strongman appears when he is no longer needed. The role of the orange one is not clear to me at all, because by that time he does not pose a serious threat.
The Necromancer becomes your ally and starts giving you quests if you choose the dark side of the game. If you become an ally of the elves, he simply becomes your enemy. You can read why he's standing there by approaching him. Vittorio is his enemy; he went to the graveyard to defeat him, but he will gladly attack you as well. It seems that killing him is the goal of one of the side quests. What's the problem? These heroes are not supposed to be strong because it was assumed that the hero might defeat one and accept the help of the other at the very beginning of the game. I don't remember who is yellow, who is blue, and who is orange. I'll just say that allies shouldn't do all the work for you; that would be stupid, but they create a great backdrop.
I won't hide that I expected something more from the author, like in "Setri". And yet, with respect, thank you for the map.
This is one of my early maps, where I tried to put some interesting features into action. "The Two Sisters," if you can call it that, is a completely "different" map; I even think that it's simply impossible to compare it with my other maps. If there is a plot and a lot of quests that pursue you throughout the game, then in "The Sisters," you simply have a non-standard, plotless map about survival. Thank you for your feedback.