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When there's a shortage, I started for the second time; the first time, I completed the campaign on the very first mission. To this day, the question remains for the author: why cripple Fort on the Hill? Joining troops of different tiers, mines, and garrisons on the map are not provided for. Also, Cerberuses and Demonesses are sold separately (tier/non-tier). Perhaps the author will explain his "brilliant" idea behind this mess? Second: the limit of development on the first map is reached early on, and it feels wrong to clear everything else without a reward (artifacts, except for the cloak, are frankly useless, barely worth mentioning). In the battle with Krigan, before the battle, it's impossible to arrange the troops in battle formation – immediately after the cutscene, my turn begins (and imagine the chaos on the field if I had just taken a tactic before that). WTF&!!
The first time I started playing this campaign, there were problems with the visual display of the main character on the map; this time, that didn't happen, but in the final of the first mission, when I killed the last militia member, Krigan summoned undead troops, and they immediately disappeared, and the final cutscene started... there was no need to fight (presumably, a long battle was intended). The map is visually empty and uninteresting. I didn't understand why I destroyed 2 Elven dwellings for a bunch of resources? What do I need them for? You can only spend money on troops, which are infinite (fortunately, there are many free chests on the map that can only be taken for money – there is plenty of extra experience on the map). I will definitely add more if anything changes in the second mission; after all, the author tried and created an entire campaign.
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The second mission is much more interesting, in my opinion, due to the strong neutrals, limited resources (strong defense), and the absence of interactive objects-modifiers on the map. There was one broken flag on the entire map, and the author probably forgot to remove it, and you can also forget about mana wells – there are simply none at all.
screenshots that were transferred to the third mission
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I really liked the finale of the third mission. It's a kind of non-stop battle with saves. The trick is that the earlier you arrive, the more difficult it will be. This is like a mini-game that you can always return to and continue, but you can no longer replenish troops and mana until the end of the 7 battles. The map is still hardcore, but now the author forgot to remove the only well on the map, but he cleaned up all the annoying little things that interfere with normal gameplay (flags, idols, sources, circles) from the map. Well done!
Advice: find the basement and dive in immediately; then you can run around and before submitting the task to the old man in the hut and completing the task for the sword, I would save – maybe you can get an extra level)).
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In the fourth mission, Ignifer, who received the Power of the Lords after heavy battles, suddenly changed gender/avatar, became twice as stupid, and forgot everything he had learned throughout the campaign. This is the power that has befallen him. It would be good to have an autosave after the last battle in the third mission, as at the beginning of the fourth, you will need to catch the right skills... if you don't like the upgrade, replay the last battle. Why make it so complicated? On the map, we are sailing, and it looks better than the other maps in the campaign. In general, the author is not very good with the landscape.
In the fifth mission, there are meaty battles, and you can get another level. After the previous maps, there will be a wagon of artifacts here. I liked the rewards (even if they are small) for reading lore and completing secondary quests. Overall, I liked the campaign more than not. It would be good to refine it. Thank you for the game.