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1. Yeah... Inferno. Yeah... It's sad, incomprehensible, and generally doesn't fit. They rely on luck:smile32:. The elite units carry the faction; it turned out to be fun. The developers did the right thing by not changing it too much ("Enough is enough!").
2. Orcs are standard; Warrior – came, saw, caught up, and killed. Orc Mage (what the heck???) – came, saw, looked around, thought, thought... thought... attacked, and died. I'm glad they clearly added Dreamcatchers. They look good. "+"
3. Humans (Russians) – sadness, melancholy. They made the monastery some kind of pacifist place (they're missing zombie farms)... I was very disappointed. It was my "FAVORITE" faction. I'm waiting to see if they'll rework it, because it's some kind of nonsense; damage is 0, the horses have become meat for stew, it's completely unclear what they made of the griffins, the crossbowmen will take down the horses themselves, Vestals and Radiance (who are they? Why? Where's the Inquisition?) - no comment. The angels are so-so, heavily armored. The result is that they can win through attrition due to the abundance of resources and Retribution.
4. Necromancers. An interesting approach to the racial ability (but it needs to be toned down a bit). I like that the Necromancer Warrior can now be called that with pride, the mage is also not bad. The zombies are amazing, the ghosts are also "+", the liches could have been made more elaborate. Great "+"
5. Sanctuary. This is new, interesting, elegant, beautiful. Beautiful in battle, both as a mage and as a warrior. A perfect, subtle combination of units, a wonderful racial ability. Kirin – deals a lot of damage + fog + initiative + spirit (in my opinion, the strongest unit), Toads – mobility + damage 5+, Yukki – She, Mizu-kami is simply lovely. Complete map control in battle "+"
Sanctuary is my choice:smile54: