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I completed version 1.1 on "hero" difficulty in 290 days. My overall impression of the campaign, after the changes, remained the same: exciting action, amazing atmosphere in the maps, and a very high level of execution. The campaign is engaging even though I've played the maps several times before. This is one of those cases where something is good, but there isn't enough of it. I hope that the mention at the end of the credits about a possible sequel will become a reality. Now, I'll go over some of the individual maps in the campaign. First. Nothing remarkable. In general, this is where my main regret lies regarding the original version that was unfairly cut. Almost all the maps in the campaign have variations in how they can be played (except for the 3rd). There was also variation in the first map, but as a result, a rather flat projection of it ended up in the release. I still hope that the original version will be resurrected from oblivion. Second. At first, I was skeptical about it. However, the added teleport system and some geographical changes radically changed everything. The map is captivating due to its dynamics. This is especially noticeable on levels below "hero," when you can fully use both characters. They also develop equally well. On "hero" difficulty, you end up acting like a "one and a half" hero – there aren't enough resources for two armies. Accordingly, this creates an imbalance in development. The main drawback here is the location of the Silanna tree. There is a need for it, but I didn't use it for either hero. Third. Something didn't work out with the chase this time. Andreas appeared, and I hid Varens in the Sanctuary. Andreas went to the Dungeon. I thought he would stay there permanently, but he didn't come out for two days. When he finally emerged, Varens jumped over him with the help of the Prophet and headed towards the teleport, while Andreas began to wander around on top. Until Varens passed through the teleport, he never went down. I also felt that Varens is given too many troops after leaving the Dungeon, which makes the battle with Bertrand a trivial episode. Fourth. It was already great, and now it's even better. The battle with Dominic has become exciting, but difficult and unpredictable. As a result, it is extremely necessary to have autosave between battles with him. However, saving before the "Battle for Ivendel" cutscene can be removed. I wasn't led to the witch by any roads, and I didn't want to "curse" Dominic. I liked the new passage across the river. Endless joy – a new portal with phoenixes. It would be good to have the Prophet give a message if the player comes to him with an incomplete quest (something like: "not all conditions have been met"). Similarly, if the Prophet is ready to banish the phoenixes, let him say so. The problem with the "Sphere of Light" is that obtaining it is virtual and not displayed anywhere. You don't always remember whether you received it or not. It would be nice to add a counter for the collected monacite to the menu. If you don't play in one sitting, it's hard to remember how much you've already collected. It seems that on this map, I saw a cutscene where the lines of text go beyond the bottom edge of the screen. Fifth. Here, I went down unexplored paths. After Andreas's castle disappeared, he not only lost experience but, one could say, it was reset. Of all the skills, only the "attack" basics remained. When Andreas met Agbeth (he arrived and attacked with such speed that I hadn't seen before – immediately after the main character went underground), I was mentally prepared to replay the 2nd map. However, he managed to escape, more or less alive. From the result, I have a wish – to slightly (by 10-20%) increase the number of neutral creatures on the way to the human castle. Because my Andreas, the unluckiest of all Andreas, didn't lose a single unit in battles with them. On the other hand, I would like to get more experience before meeting the Town Elder. The battle with the first mage (Nazir) is a balancing act. If the AI had an "inspiration," he would tear through the human army like a hot knife through butter (he had mini-artifacts +24 initiative, a ring +10 initiative, and parts of the dragon set: a ring, scabbard, and cloak). However, in the end, the hot knife cut through the butter. A couple more mages that ran out, although the computer rated their danger as "high," were not very harmful in reality. In the end, I can say that the map only gained in drama and excitement from the fact that the main character started going through it with level 1, and not level 10. The experience left behind is largely a crutch for those who are not ready to go through the map "on their own." No one wanted to join Andreas's army. The serfs in the basement decided to die for some reason. As an appendix, there is an archive (EUsav) of several replays from the map: a battle with Jeer (Varens_Jeer.sav), Dominic (Varens_Domenic.sav and Varens_Domenic2.sav), from the 5th map, a battle with the dark elf garrison (Andrias_gate_DE.sav), and the final battle (Andrias_Menelag.sav).
Final pictures of the levels.
Thank you very much for your work, with best wishes for further creative success.
P.S. "And you can only slightly envy those,
Who still have the peak ahead of them." ©
Final pictures of the levels.
Thank you very much for your work, with best wishes for further creative success.
P.S. "And you can only slightly envy those,
Who still have the peak ahead of them." ©