Auto-translated
I started playing on "Hero" difficulty with the Castle faction, version from 29.12, but it didn't work out. I entered the Castle through the open gate, and the artifacts I found were completely useless. There was no magic resistance. The first enemy to reach me was a Sorcerer with magic skill 18, and he wiped out all my archers. The next day, a Dwarf and a Demon left my army with only one unit remaining. As soon as I gathered a new army, it all happened again. I didn't continue playing because there was no development, and I would be defeated.
I restarted on "Veteran" difficulty. As if by magic, everything changed. I entered the Castle through a teleport, and right next to the Castle were parts of the "Archer's Dream" artifact. The first enemy to approach was a Demon. I met him in the Castle, and immediately the main hero went to destroy the Demon outpost. In a nearby area, I found the "Ring of Speed." While I was going back and forth, a Necromancer appeared, and I had to sacrifice a couple of secondary heroes to him. He ran away across the sea and spent a long time reviving the landscape there. I destroyed the Sorcerer's outpost and went to the Dwarves. On the island, I ambushed Svey and destroyed the last outpost. By the middle of the second month, I had dealt with all the active enemies. After that, the main hero simply explored the map.
I replayed part of the game and decided not to destroy the portals. I encountered all the AI heroes until they ran out. Interestingly, the Sorcerer's magic skill doesn't change much at the beginning (18), but at the end it's 25. If the first one is completely terrible, the last one is just a minor nuisance. The situation is reversed with the Demons. In the second half of the game, they have so many Imps that my main hero is always out of mana. The Demons acquired some kind of recurring set of artifacts with 20% initiative and the "Darkness" spellbook. Heroes with no magical skills constantly cast "Enslave" and "Berserk." The Dwarves performed consistently, with a lot of meat shields and "Divine Vengeance" appearing at the end for everyone, even if the hero doesn't have the "Light" school.
In the end, the main difficulty of the map is created by the unbalanced and random start.
The units for joining are set formally. Depending on the difficulty level, the number of guards increases, but you can recruit almost the same amount. On "Veteran," a secondary hero can recruit them, and they don't make much difference. But on "Hero," you can recruit them too late, and they don't compensate for the lag in Castle development due to a lack of resources and the long journey to it.
Someone already wrote about Sanctuary, and I agree – it's necessary. Constantly buying a second hero is too expensive.
After passing the first fire wall, I started to like the map less and less.
The quests are too complicated. Some cannot be completed without external hints. Neither logic nor trial and error help. I reached the Elementals, looked at them… Brrr (a brief, uncensored summary of about 100 characters). I quit. (I finished it much later).
The map is made in a similar style to "Red Crystal," but in my opinion, it's weaker.