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#28
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I started playing version 1.0, and I wanted to write a comprehensive review of the entire map, but there's quite a lot to cover, so I'll do it in parts. I really liked the beginning of the map. Everything is great, for about 2 weeks, then it becomes less enjoyable. I'll note two obvious glitches. First, when Stefan is resurrected, some of Nicholas's experience is transferred, and at that moment, the message "skill: 'cold steel' - lost" appears. In reality, it hasn't disappeared anywhere. The second one is related to the monk that needs to be defeated to increase the undead growth rate. I attacked Iris, she lost, the monk's units remained in the same place, but the quest was completed, and the growth rate increased. Now, what should be adjusted. The information about what needs to be done to resurrect Stefan should be moved to the sign next to the grave. Currently, it is given after the guards are removed. The amount of experience is barely enough to gain the necessary skills (I partially agree with Antik). If the player doesn't immediately acquire what's needed, they won't be able to get a second hero. The first time, I failed and had to replay. When you replay N times, there are no problems with gaining experience. Next, an inscription should be added to the quest about the undead city: "only Nicholas can found it" (there are many words in the quest, but the important one is missing). Otherwise, I bring Stefan to the ruins, and since it's not occupied, nothing happens. Nicholas is already far away at this point. In two weeks, I managed to capture a human Castle with him, and I thought it would transform into a Necropolis. The level restrictions for hero development should be communicated to the player somehow. In my opinion, the limit of 18 is too low; 20-25 would be better. There is enough "meat" on the map to convert into experience. In the current situation, the main hero turns out to be weak, and the other heroes are underdeveloped, only because of the lack of information about the limit. In cities, it would be desirable to allow the construction of magic towers, at least two levels. This will help diversify the battles a bit. I don't like the idea of fighting the created phantoms by inflicting physical damage. ("A curse word" also helps, but only for those who have learned it. This brings us back to what I wrote earlier.) I didn't quite understand the idea of the witch's hut, which gives the "summoning" magic. The magic is there, but there are no spells. That's all for now.