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My Mage turned out to be too combat-oriented. No spells, but a powerful engineer who easily defeated the Mages and Necromancer with just Titans, a Ballista, and a Tent.
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I downloaded the map again, but this time the mummy that I need to kill got stuck in the gate when the cart approached. The mummy just stands there, and I can't get close to it (I can't attack it), so I'll have to replay half the game (I was playing with only one save).
Added 5 minutes later
My Mage turned out to be too combat-oriented. No spells, but a powerful engineer. I easily defeated the mages and the Necromancer with just Titans, a ballista, and a tent.
I downloaded the map again, but this time, the mummy that I need to kill got stuck in the gate when the cart approached. The mummy just stands there, and I can't get to it (I can't attack it), so I'll have to replay half the game (I was playing with only one save).
Added 5 minutes later
My Mage turned out to be too combat-oriented. No spells, but a powerful engineer. I easily defeated the mages and the Necromancer with just Titans, a ballista, and a tent.
I replayed the new version and finally made it to the dungeon. I took the yellow castle, caught the main necromancer, Zolton, with a bunch of artifacts at the top (by the way, there was no staff), went further, but there was no way through. I went down and found a yellow garrison, but here's the problem, I can't get to it. Is this another bug, or am I missing some task? The quest about "putting to rest" some Sinadim is vague: where should I look for him?
I played through the map, and I liked it, but 100 gems for the Sar-Issa ring – in my opinion, that’s too expensive. With my character build, when I got the gems (they were nearby, guarded by wolves, I think), I just didn’t want to spend them on the ring (my under-leveled mage didn’t need it), and instead spent them on titans or exchanged them for money at the market (I still bought the ring later to complete the quest). Later, I was surprised why I couldn’t complete it as a Fortress, but then I read the messages and completed it. It’s a good map, not easy, but not too difficult, with its own plot. Good luck to the author!
I completed the map with a hero in 87 days (and received a Thunderlord). In the game, I focused on acquiring "Spell Mastery" as quickly as possible, and then Armageddon and Golden Golems did their job. However, I didn't encounter any mummies in the final stage; the game ended with the capture of the second yellow castle. Overall, I enjoyed the map – it offers rapid development, reasonably strong neutrals and enemies (although the Necromancers could have been made stronger), and generally has appealing landscapes and a storyline. It's a pity that I couldn't collect the complete wizard outfit (I couldn't find the staff, but the hat dropped randomly). Also, it would have been good to provide clearer information to the player about the mandatory visit to the altar in the Dungeon (to pass through the yellow garrison). Otherwise, thank you to the author for their work and best of luck in the future.
I completed the map in 59 days as a "hero." The map is quite nice. I haven't seen a desert drawn with such care in a long time. The placement of the Castles isn't ideal. The last Castle for the player, the Magic Castle, turned out to be off the main paths. It feels like it wasn't really planned to be placed there. (There are two identical purple tents: one on the main path, the other near the fourth Castle.) Because of the Dungeon entrance, which is significantly shifted towards the area of the third Castle, a quarter of the map feels unnecessary to visit. Also, the mentor should definitely be moved from the corner to somewhere on the main path, perhaps closer to the two-way teleport. Or, the teleport should be moved.… I don't understand why the pyramid is blocked by a blue tent; it's a perfectly ordinary pyramid. There are some unclear things with the green tent – what it blocks and why. The teleport has nothing blocking it; you can pass without visiting it. The Dungeon also has nothing blocking it (i.e., it's clear what, but why?).
The Dungeon is much more boring, and the geography is simply depressing. It's a long, long corridor. At least the corridor could form a loop, giving a reason to run around with the mummy and let the academics burn off some energy. But as it is, the main character just walks up and defeats the resident, who has nowhere to go.
In terms of combat, the map is easy. Everything is too simple; all the initiative is on the player's side, and nothing bothers them. The final boss can be defeated even by a third-rate hero. There's an incredibly large advantage in terms of units for the Academics: 4 Castles + dwellings against 2 Necropolis Castles, and the Academics also have miniatures and are controlled by the player, not the AI. (My Hafiz defeated Sinadrim with just one stack of gremlins). To balance the forces, the Necropolis should have 5 Castles at their disposal.
I didn't like that the ambush battles are only focused on Narhiz. Hafiz starts better, and it's easier to make him the main hero. It's easier to ignore the scroll at the pine tree; Hafiz can easily break through the guard, but another hero is sent into the battle.
The "light" magic is somewhat underdeveloped. First, using scrolls occupies a slot for the hero. You can only use one scroll from a group of collected scrolls; you can't place a more substantial artifact. Second, "light" magic is found and learned in captured Castles, which devalues the placed Temples and scrolls.