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#74
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I checked out the new version of the map – 1.4. Compared to the original, it’s slightly better. The hero development limit turned out well. Both of my heroes reached it near the end of the storyline. I’m glad that artifacts are now being acquired, but I was unpleasantly surprised by the large number of artifacts that cannot be transferred. The proposed storyline option involving Erazeal pleased me. I liked the new version of the witch’s hut. Despite the fact that the map has been changed several times, the header still doesn’t remove the option for a player to play as all factions: whether as demons or as humans. The caravan logistics are still terrible – endless traffic jams. (As I understand it, there were no attempts to change this.) A caravan that should take 3 days can take 6, and at the same time, the hero also cannot reach the Castle. The Temple, where “portal to the city” is researched, is located in such a place that researching it is of no use. I encountered a bug. In the center of the bridge in front of the Castle, Glen bypassed my stuck hero and captured the Castle. I can’t call the scripted battle with the hydras a good one. For the AI, it turns out to be difficult, and towards the end, it starts to lag. For the player, it’s tedious. The outcome is clear from the very beginning, and you have to grind and grind to win: there are about 25 units on the field, of which only 2 take turns, the rest either choose to wait or have low morale – it takes a lot of patience to wait for your vampires to take their turn round after round. There are no fewer mutant heroes, and in fact, there are even more of them; I don’t even want to talk about them. Duncan turned out very well.
As an addendum, a battle between vampires and golems on day 2 (next to the “hero”). (The monk at the teleport appears on day 6.)

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