In order:
"and also near where it was mentioned about 70 thousand"
I checked in the editor. The portal is hidden above the manticore squad, or rather at coordinates 50:316 (if you hold down Ctrl during the game, the cursor will show the coordinates).
"I think the secrets are too complicated, it should be simpler, and the location should be visible."
Considering how many there are, I'm starting to think that I might have overdone it with hiding them. I'll take this into account in the future. Also, the method of creating the secret is such that it doesn't allow you to see the hidden object using Alt (object highlighting). With the exception of the Endow groves (there are 4 of them on the map), which I didn't exactly hide in the forests. I just placed them where they belong.
"And so that a squad guards the secret, which, for example, is not visible, and after defeating it, another one appears (a little trick), so to speak."
This involves working with scripts, and I don't know how to do that.
"it would be nice to enable automatic battles, not everyone will want to fight constantly. Let it be optional."
Okay, next time the players will decide for themselves.
"It looks good, everything is visible, leaves are falling), but can it be snow?"
I can only use ready-made effects. These leaves are falling in the cities of the Forest Alliance; they come from there. But I haven't found any falling snow yet. And I can't use anything else that I haven't found.
"There are too many crystals next to the mentor."
Yes, yes, yes, placing underground crystals on top was a strange idea from the beginning.
"What choice is there, I didn't really understand?"
Unfortunately, most of the variability is not presented at this stage of development. But there is something. You took the Phoenix (which is next to the city) into your squad because it gave you the choice to accept it, right? Did you know that if you refuse it and fight it, you will get something much more valuable than the Phoenix?
"There are unrealistic armies in the necropolis."
On the map, I was still testing the aspect of powerful armies in the starting sector. So that after a long game, you accumulate an army and, after exploring other sectors (which are not active at this stage), return to these armies and get a reward for them. After all, the last army of 270 skeleton legions guards the Tear of Ascha. So, in essence, it's my mistake to place an army that is not suitable for this stage of testing.
"Can you add a couple of prophet's huts?"
I'm familiar with them from the campaign, but I don't know how to work with them.
"Can you get to another area of the map?"
No, the castles of the other 3 players are blocked by an impassable texture. And it is impossible to get to other sectors at this stage of testing because the sectors are empty there.
"it leads to the area where the two-way portal is located, and leads to the Dungeon with 2 gold mines"
I don't understand this. Are you talking about the place where the Phoenix + elf archer army guarded the passage? If not, could you give the coordinates of that place (holding down Ctrl in the game shows the coordinates)?
Auto-translated