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I played version 1.0 (1? - in the topic header/text #45) for 133 days, as a "hero." In many ways, I will repeat what was written here before. I liked the overground map (4+). The additional quests are uninteresting. The "Siege Master" quest is frankly detrimental and a waste of money. I took it, looked at it, and then continued playing without it. It is impossible to befriend the elves. The structure of the friendship is overly complicated. First, the elves themselves are aggressive; you can't avoid fighting them. The prison is located in such a place (simply awful) that it is easier to kill the turquoise hero than to free him from it. Finally, having 4 of your own castles is better than 2+2. It would be good to limit the number of turquoise heroes and their resurrection after defeat. In a week, I killed Iris, Dugald, and another couple three times each. They pop up like cockroaches when their time is near. The fact that the turquoise faction places huge garrisons in the mines is not very appealing to me. A small cockroach runs up and, bam, there are more troops in the mine than he has under his command. You have to use the main hero to retake the mine; there can be no help from the second or third hero, and there is nowhere to hide them from the enemy. The mentor could have been placed in a more convenient location, for example, near the two-way teleport.
I played a version where the elven castles remained under the player's control. This is not a bug; it is a feature. Without it, playing as the Dungeon faction would be very boring. The Dungeon faction gets a 3. I don't know what the buttons were like in the first version, but in this one, I strained my eyes looking for them. Why? As a result, I found two myself and two in the editor. Why does only the main hero have to press them? What is the point of this rubbery feel and pointless running around? If you don't play in one sitting, you won't remember whether the button is enabled or not, and it is unclear how many times it has been pressed. Rebuilding the demon dwellings near their castles is a pointless endeavor; it just wastes resources. Summoning troops from there is a disaster; it blocks all movement for an indefinite period. The demon heroes are made according to the same pattern as the human ones: they are resurrected quickly and with huge armies, each with their own thousand demons. In this regard, Edward's special ability shines with its uselessness like the star of Bethlehem. The battle revolves around one thing: managing to kill as many demons as possible before their first turn. If you succeed, the losses are small; if not, you lose. In any case, you can't handle more than one battle a day; you get exhausted. The demon heroes strangely change the grades of their troops on the move: demonesses become temptresses, and so on. Perhaps it would be better to design the Dungeon faction as a separate (from the overground) map or to seriously rework it.
The final battle lifted my spirits. I saw it happen live: he took a very sharp saber and stabbed himself. The garrison commander has a lion's mane, skillful leadership - inspiration, retribution, and with his first spell, he turns everyone into vampires. What is the morale of the undead?
In the Dungeon faction, during the dialogue with the priest, a piece of text ("For such cases, if you forgot to check, an exit was created, but when the demon attack occurred, I closed the portal with a barrier.") went beyond the bottom edge of the screen.