I would like to believe that the post-credits mention of a possible sequel will become a reality.
The first one. Nothing remarkable. In general, this is my main regret about the innocently killed original version. Almost all company maps have variability in gameplay (except for the third). It was also present in the first one, but as a result, its essentially flat projection went into release. I still hope that the initial version will escape from oblivion.
The second one. At first, my attitude towards it was skeptical. However, the added teleport system and some geographical changes radically changed everything. The map captivates with its dynamics. This is especially felt on levels below "heroic", when you can fully use both characters. They develop equally well. On the "hero" level, you get to act as a "one and a half" hero - there are not enough troops for two armies. Accordingly, this creates an imbalance in development. The main drawback here: the location of the Silanna tree. There is a need for it, but I did not use it for any of the heroes.
Level 29
The fourth one. It was great before, and now even better. The battle with Dominic became exciting, but difficult, unpredictable. Consequently, autosaving between battles with him is extremely necessary. But saving before the multi-battle "Battle for Ayven", on the contrary, can be removed. Roads do not lead me to the witch, and I didn't want to "curse" Dominic. I liked the new isthmus across the river. Endless joy - a new portal with phoenixes. It would be nice to make the prophet give a message if the player comes to him with an incomplete quest (something like: "not all conditions have been met"). Similarly, if the prophet is ready to banish the phoenixes, let him say so. The problem is with the "Sphere of Light" - its acquisition is virtual, nowhere displayed. You don't always remember whether you got it or not. It would be good to place a counter of collected monacite in the menu. If you play not in one sitting, then you cannot remember how much has already accumulated. It seems that on this map I saw a multi-battle where the lines of text go beyond the bottom edge of the screen.
The fifth one. Here I went down unbeaten paths. After Andreas's castle flew away, he not only lost experience, but, one might say, it was reset for him. Of all skills, only the basics of "attack" remained. When Andreas met Agbeth (rushed up and attacked with such speed as I had not seen before - immediately after G.G. descended underground), I was morally ready to replay the second map. Still, he managed to escape, more or less alive. From the resulting result, there is a wish - slightly increase (by 10-20%) the number of neutrals on the way to the human castle. Because my Andreas, the most unfortunate of all Andreases, did not lose a single unit in battles with them. On the other hand, I really want to get more experience before meeting T.E. The battle with the first mage (Nazir) is a balance on a razor's edge. If the AI found an "inspiration", he tore the human army apart like Tuzik tearing a blanket. (He had mini-artifacts +24 initiative, ring +10 initiative, parts of the dragon set: ring, scabbard, cloak). However, in the end, the blanket still tore Tuzik apart. A couple more mages who ran out, although the computer assessed their danger as "high", were no longer very harmful in reality. In general, I can say that the map only gained in drama and excitement from the fact that the player began to go through it starting from level 1, and not level 10. The remaining experience is largely a crutch designed for those who are afraid to go through the map "on their own". No one wanted to join Andreas's army. The serfs in the basement decided to die for some reason.
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога
Существа NCF
Орден Порядка: 1
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