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I completed the campaign on 5.5 (RC16c).
Light and Dark magic are still powerful, but they have become more dependent on spellcasting. Plus, Light, Dark, and Summoning have become more versatile. Chaos, overall, has lost a couple of spells, but this only affected its mana costs. And regarding Chaos, I don't remember exactly what the original was (but I think it worked), the Wizard's Luck skill doesn't work with Freezing Cold. It works correctly with all other spells.
C1:
In M4, I realized that abandoned mines and treasure vaults have enhanced and more diverse guards, which grow significantly over time.
In M5, it's from here that Godric's artifacts are transferred to C6M4 (a note on the side), otherwise, everything was normal.
C2:
M4, M5: The encounters are too similar: if there used to be druids or elves (with or without upgrades), now there are druids + elves (with different upgrade combinations), plus either a lower or upper-tier unit. You could diversify this with neutral units or other factions. It wasn't a problem because Agrael was using Light magic, but it was monotonous.
C3:
M1: At the exit, there are many stacks of mages who easily destroy the army (and you have a level 1 Necromancer with 10 mana). I essentially passed it because the patrols cleared out some of the mages on their own. I didn't immediately understand the logic of the patrols, but then understanding their behavior (that they intercept you on your turn) helped me to pass.
M2: The knights of death on the island, which didn't have a script for joining, have been replaced with neutral Necropolis undead, which join Marcel. You could have added a transfer of Godric's artifacts, and then from this mission to C6M3.
C4:
M2, M3: These missions were much easier, except that in M3, the enemy gathered a large strike force at the level of Trals' army in A1C3M4. You could have added a script for transferring artifacts for Shadia as well.
M5: Despite taking all 3 cities in the first 2 weeks, the enemy still managed to recruit some scripted reinforcements from the League of Shadow Lords and Hydras in the lower part of the map.
C5:
M2: The enemy peacefully gave up the upper right city and the lower left city without a fight, which made the passage easier and allowed me to accumulate and regroup armies, taking into account the reinforcements from these cities.
C6:
M1: I rushed the city because the enemy develops quickly, and there will be no other way to take it. You can also set a development limit at level 10 (when I realized this, I cheated and finished at level 11).
M2: I couldn't fully rush the necromancers because with 5 cities, he develops very quickly, but overall, there was only 1 difficult battle. Al-Safir was more difficult in the original because the enemy bought reinforcements from the Academy under the Tear. In 5.5, it's easier to break through, plus there's a very large army in the city for recruitment.
M3: I thought that Godric and Faydaen wouldn't get the artifacts, but in M4, all questions were resolved. Since the enemy uses resources more effectively, Godric had 2 battles that were more challenging.
M4: A simple mission - I expected it to be more difficult in 5.5. Here, you definitely need to increase the stacks of neutrals by 5-10-15 times, and give the enemy stronger heroes and starting armies.
M5: The battle with Kha-Beleth didn't have a siege stage.
A1C1
M2: The enemy develops cities quickly, so I had to break them down before the start of the 3rd week, and then clear the map (in fact, I forgot that the enemy has 4 cities, not 3). Because of the replay, the script for recruiting peasants triggered earlier (i.e., I started the mission with a non-zero counter).
M3: Duncan's garrison doesn't grow, the final battle is too easy.
A1C2
M3: The siege of the target city is also too easy - in the original, the enemy built dragons and a defensive tower, and during the siege, there were also +900 warriors and 16-20 dragons.
M5: Laslo, when he had an advantage, didn't want to go further if he saw Wulfsten in the city garrison. Although, in fact, I activated Laslo's script too early, so his army was much stronger than mine.
A1C3
I thought that Ilay would be a spellcaster, but that's not the point.
M1: I didn't get a reward with stat increases for clearing the scripted neutrals.
M4: Railag has an imbalanced old specialization (but I don't mind). As an option, give him a higher level and distribute stats and skills according to the rules of 5.5, but give him the specialization from the original.
M5: Fayda's artifacts were not transferred.
A2C2
M3: Arantir's artifacts from M2 were not transferred, Orlando's garrison doesn't grow.
A2C3
M2: In the original, after taking 2 cities, the enemy came out of the portals with a large army, in 5.5, this was activated only after he had already landed near their 4th castle.
I thought for a long time about how equivalent the exchange of blood for light magic is, and in the final battle, the orc troops without blood were too weak, and I had to give everything to Gotau. In general, it's not equivalent, and blood is stronger.
M5: The enemy leaves Shahidiyah, the hero with the army is quickly caught, so to simplify the passage, I took Shahu and killed Alaric in one day.
A2C4
M1: The mission itself is boring, and I had to run around a lot, and I decided that the lack of experience due to the fact that the enemy cleared a lot on his own would be solved by the fact that there are many treasure vaults on the map.
M2: Fayda has empathy, even though it's not pumped (and it seems that it can't even be pumped).
M3: Wulfsten doesn't have a skill for learning runes, but he has them learned, and he can use them. Funny. With the presence of astral gates, I took the yellow city without failing the quest to survive Hangwul. An unpleasant finale with Rolf, especially with the fact that he easily counters the phoenix.
M4: The finales of Wulfsten and Ilay are with a margin (Ilay had a lucky wizard skill, even though it's not pumped).
The finale of Fayda is unexpectedly difficult, as in the original it greatly simplified the divine intervention. Due to empathy, I carefully moved the troops so as to remove the control in time and at the same time not get berserk (the enemy has 160 mana - exactly 4 casts), plus I immediately brought the monks forward so that they would hit without penalties (and it is very convenient to poke devils and cave dwellers with them).
The finale of Kujin - after two attempts, I didn't want to torture myself and just gave the army to Gotau.
The yellow player calmly uses the portal from day 1, receives an army in 4 locations. At the same time, I had a situation where the enemy ran to the 3rd location, and I had to jump through the astral gates to the 1st, and then to the 3rd, to catch the yellow one and have the opportunity to complete the campaign.