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I'm replaying the scenarios without EWA. I'll let you know what I notice. I finished the first one. It's very simple, but the Hero is severely weakened. Not only is he a dark hero on a light map, but he's also been given Chaos alignment. With his spell power of only 5 (you won't get more on the map), he deals more damage with direct spells! Seriously, at level 15 (the map's limit), he deals more damage with direct spells than a skilled Chaos hero with a Frost Nova upgrade. And even with Chaos, you only cast Ring of Fire/Chain Lightning once on the Druids, kill about ten, and then you just beat them up with Oakens in close combat. Why does he even need Chaos? Second. The Ents, standing behind the Green Guardian and not guarding anything, immediately "invite you to visit." Which I did, because the Keymaster's tent is guarded by Stone Elementals. We kite with 20 Fairies and get the key. Then we beat up everyone on the map with a bunch of Oakens, including the final Druids, who didn't have time to hide. It's not serious!))
On the second map, with a bonus for Fire and thanks to a good build and level 25, I managed to turn the Hero into a decent spellcaster. But I hit the level cap. There was just enough meat on the map for about 2 levels. I needed to max out Irresistible Magic, but alas. I forgot about the quest, and when I was already dominating everywhere, I accidentally stumbled into a thicket with some bugs, the auto-battle showed a victory, and I moved on to the third map. I was waiting for a big guy with a club to appear on the entire map, but in vain. I finished the second map so unceremoniously.
Luck was acting strangely, sometimes going into the negative, but the quest for 5 wells had already been completed. I don't understand why limit the Hero's development on the second map if he's back to level 1 on the next one? There's no Mentor on the second map, the Mentor is on the third.
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On the third map, there's plenty of room to roam, the neutrals are quite strong, and there are no single stacks at all. It's like Multiplayer. No artifacts were carried over from any of the campaign maps. I don't know if I was lucky or not, but at the foot of the main Castle, there was a not-so-strong pack of Necromancers guarding both speed rings (10/20). Game over for the AI)). And after meeting the main boss on the third map and killing him, you don't need to capture his Castle. End of the game.
It's a good campaign for beginners; you'll get the hang of it over time. Your attempts to maintain balance are visible, but they're not effective – it's not necessary to do it that way. It's better to try to stretch out the experience by strengthening or weakening the neutrals than to drastically lower the Hero's level back to 1. This is a campaign! You go through it, developing to the end, not degrading to the end! Although, I still liked it – everything is very visually appealing. Thank you for the game.
Flaws:
2nd map
In the screenshot, it's just lying in the stone textures, unguarded, right next to the Fort.
A non-working mine, displayed on the map, embedded in the textures, with a working duplicate nearby.
3rd map
A defense Tower in the upper left corner, unguarded.
P.S. I don't know where to ask, but while playing the campaign, my joined stack of Goblin Trappers accidentally stopped a Djinn with a trap (a flying creature, by the way). What was that?? Maybe he stopped on the trap himself, but the sound of the trap being triggered was clearly heard.