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The map is excellent, quite challenging. I replayed it several times during the first few weeks. But after gaining enough experience, building up my army, acquiring artifacts, and learning spells, things became easier. The challenge was no longer just surviving, but also minimizing losses in battles. I replayed one of the last battles against the Dwarf King in the Dungeon about 10 times, carefully preserving my soldiers until the very end.
Yes, that was the idea: to prevent significant losses in the early stages of the game, making it easier to fight later on. Also, even if the enemies don't have enough strength for direct attacks, they should at least attempt to capture their own cities and attack the main one while the main hero wanders through the snowy landscapes. And the Underground King is something like a final boss, and was designed to be the most challenging opponent on the map.
Taking this opportunity, I would like to ask how you managed to create the fog that lies in the lowlands, but is not present on the hills in the snow?
Oh, hmm, to be honest, I don't remember anymore, it's been a long time, but it was definitely done through the editor, maybe through the "weather" parameter or something like that, although I'm not sure.
I didn't find any drawbacks, the only thing that's a bit disappointing is that there's only one side quest to liberate the monastery. If you have the ability to script such battles (and the battle with this Necromancer is indeed not easy), why not take advantage of that opportunity and not limit yourself to just one battle? Or did you go with the principle of "less is more"?
Well, actually, there are a few more side quests, but in general, they are all concentrated in the starting location and are designed to help the player prepare for a full-scale offensive. I don't remember, maybe the idea was not to distract the player during the war with minor quests, perhaps it was difficult to come up with adequate rewards for them, something like that.