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Tried playing the second map (version 0.9) as a "hero." Restarted twice. The first time, I couldn't find "slow" and "weakness" spells in 6 Castles. The map leaves a rather bleak impression. In the old version, the map was somewhat tedious; the new version is actively unpleasant. The amount of "meat" on the map remains excessively high. A battle for a mine (~200 Hydras) gives Adrias (a secondary hero) almost 2 levels (19-20). I can't call that normal. After a few battles, he's already hit the unit limit. Varens, starting at level 1, reached level 28 just by defeating Elven heroes. Meanwhile, the story is far from its conclusion. The main thing that bothered me in the previous version was the number and duration of sea voyages. In the new version, you still have to sail to four Castles, meaning 8 days wasted (even knowing the map) – nothing has changed. The placed teleporters have reduced the sailing time, which is a positive. As I understand it, "vampirism" is not available on the map, and the caravans arriving at the Castle have been reduced. It's good that the double battle for a Castle, if an Elf is occupying it, has been removed. But now, the garrison is added to the army of the Elven hero while he is in the Castle. It's a good thing if he attacks himself; then, on his turn, you can break through the garrison without a hero. But if the Elf has fortified himself in the Castle, the battles have become a complete lottery. Varens had a chance to stun a stack with the first blow – you can try to win; the Elven dancers (250 units, on the 4th week) had low morale – a loss. Wing, level 24, with 220 archers and over 20 dragons, always goes first, turning Varens' army into rags immediately. His main combat units are small (knights, archers, and griffins), and they cannot be restored to combat readiness through regeneration. Angels from caravans have disappeared, and your own are built very slowly. It took a lot of effort to defeat the Elves in 2 months and 3 weeks. The absence of "vampirism" also affected the fact that Adrias doesn't have a decent army. Previously, I gave him 6-7 level units; now, everything is with Varens. As a result, Adrias, without an army, spends most of his time doing nothing, just hanging around the Castle. Passing the map with two heroes is still faster than with one. Dwarves. The Dwarves in the Castles already have a total of over 1,000 warriors and over 20 dragons at the beginning of the second month. Varens could take the city if it weren't for one "but." All the Dwarves have acquired "divine vengeance" and methodically, slowly, burn stack after stack of the human army; fortunately, the battle doesn't last for just a few turns. Angels provide limited help in this situation, but before they appear, it's impossible to approach the city. But even with the presence of angels, after such battles, the army still needs to be "repaired" for a week. I am all for banning "divine vengeance" in the Dwarves' diet (since "vampirism" is disabled). Or, the Dwarven stacks should be significantly reduced. Finally, the main innovation is the actively moving Dwarves. Brand, level 28 (26-24-39-19), has 190 Jarls/Earls, 380 priests of Arkat, and probably a "ring of speed." (The Dwarves are sending their army to him). I don't quite understand what he's for. Varens cannot defeat him. Running away on the island map, avoiding him, doesn't work for long. If the main hero can somehow run, Adrias is quickly cornered – a couple of Ibba and Erling come after him. I didn't finish the map, and my desire to fight it has waned for now.