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#209
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mercuzzo
My impressions of the game: perhaps the author will find it interesting.
Overall, I liked the map; it's well done! Excellent concept, and generally, everything is top-notch.
I started playing with a hero.
The spells for the main hero mainly protect the archers (druids, monks), I don't know if it's intentional or not, who move faster than me, and consequently, eliminate a significant portion of the army. Losing an army with such meager reinforcements was not part of my plans, so I naturally avoided many outposts. I reached the garrison where I'm not allowed to proceed further into the Dungeon. I came here to read. I read. After that, my interest in the map disappeared:
1) To complete the map, you need to develop the hero in a specific way (like with the Dungeon faction), but there are no hints within the map itself, except for insider information. (some information on signs, clues, etc.) If that's the case, there should still be the possibility of completing the map with variable hero builds. I've played difficult maps with the Dungeon faction - well, yes, everything is clear there, and it's winnable. But that's already been done.
2) The second remark is for the map in general. (it's noticeable even in the first month and a half, and if you read about the players' experiences, it should only get worse). To successfully complete the map, you have to replay many, even minor, battles. That is, you have to attack superior forces, and to win successfully, you have to rely on a lucky outcome, rather than your own intelligence. I don't like this style of replaying 5 times, and it also indicates that the balance is not right.
3) A general lack of information. All information MUST be WITHIN the map without any references to external sources. For example: yes, most things can be completed without problems with Lorenzo, but WHERE is it written that there should be 200 archers? How am I supposed to find that out within the map?
The high difficulty of the map in general, I admit, is my mistake, although I reduced the number of neutrals and enemy armies several times. I tested everything in ideal conditions on Veteran difficulty. I expected that players would adjust the difficulty level for themselves. As it turns out, habits are stronger. This is where many of the difficulties with completing the map come from.
At lower difficulty levels, I think it's possible to complete it even without the Dungeon faction. A simple solution here would be to give the main hero the basics of the Dungeon faction, but that would again limit the hero build, which is not good. Perhaps, yes, the map needs to be simplified again.
There is definitely a lack of information about the scenario; you are right, more hints should be added. But the 200 archers are definitely mentioned in the task description.

Thank you for your feedback. I will definitely take your opinion into account when I fix the identified shortcomings.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

Существа NCF
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