- When I start the campaign i get the objectives and afterwards all the nice story scrolling, so when I finally started i already had forgotten the objectives (well doesn't matter they are given at the beginning of the map anyway) but maybe that order can be switched?
- The first contact message with mestar contains a small typo it says "We are control of the dungeon" when i guess it should be "We are
in control of the dungeon".
- It was written here before but the Giant quest in the beginning is too hard and the reward too big. Actually I failed in my first attempt as i explored the area quite early and wasn't ready to take on the giants in turn 7 or so. When I restarted I played accordingly and outnumbered the giants heavily in turn 10. Got the dragon no problem. More on that in the end.
- I had a crash when taking the shrine of the guardian angel south of esnodils realm, couldn't repeat it though, might have been a one time thing.
- All my heros had inherent resurgence. Is there a reason for that?
- The mountains to the northeast of the undead dwelling of Acoria are impassable but don't look like they are (my scout was very surprised)
- I always had to give units an extra click to move over the borders of Cirfennas (Vervlukts capital) towards the shadow gate
- The Undead kept spawning at Melenis city even after i purged it to dwarves (I killed vervlukt before taking the undead city, maybe that is not the intended order?)
- The light effect make it really hard to see where you are going at some points in the underground (see picture i want to move the stack in the city to the shrine of the spider queen, but the path is nearly invisible)
- In the Shadow realm I noticed that the shadow void looks like lava when zooming out
- When I first venture in the direction of the shadow gate Julia and Bormac appear telling me they'll be ready when I enter the shadow gate. But i never saw them again, don't know what happened to them? Did i miss something?
- When you "win" the map Esnodil turns "hostile" but the quest to keep him alive is still active leading to this pretty baffling victory picture:
On a general note: Getting the dragon made everything else pretty easy. Mestar the tigran necro is actually still fine as he doesn't have much to clear and starts spamming (cheap and shitty, but nonetheless) units in your direction quite early, but he has this undead dwelling and you are still building up your empire, still with the dragon it is easy but ok imho. But from the moment I beat mestar the game started to feel a bit like an endgame drag already I had a running economy with enough cities to support an endless stream of cannons, flame tanks, engineers, firstborn, golems, musketeers, forge priests and draconian eldars. And Vervlukt is absoutely in no position to deal with it. There were barely any T3 he had when I entered and the undead that keep coming at you are a pretty neat idea but my army was so geared up to dealing with the undead because of mestar that I just put one fire damage stack in their way and autocombatted them away as they came while dealing with Vervlukt. Putting a Goblin as opponent there is actually a nice idea because of the inherent demolisher trait that goblins have, but he barely had any beetle rider and everything else was just dead meat against my forces. Especially with a T4 dragon that by that time is already on gold... So, as every dreadnought should, I just steamrolled through the underground and by the time I encountered the first "real" opponent namely the eldritch horrors I was outnumbering them so massively that they were done with just as quick. As was any opposition in the shadow realm.
So my suggestions: The Giant quest: If you just happen to send your scout in the wrong direction in the beginning and already spent your gold on a builders hall and a settler or lab when you get the quest I think it is unreasonably hard to complete the quest in the 5 turns. I suggest to give 10 turns to do it and if possible get the dragon join you in another 10 turns or as Hiliadan said a hatchling or wyvern that evolves to a dragon at elite. It's a nice quest but if left as it is it is the only real challenge of the whole map.
- Make Vervlukt stronger! Give several of his cities the Beetle rider hall from the start or something, now he just tries to fight your cannons and flame tanks with untouchables, mosquito darters and a few warg riders...
- Shadow realms can be left as is. It is easy, but at least the map is small so it's quickly done with and at that point I don't know IF you can possibly cram a real challenge in there considering that at this point you already have the surface and the UG under your control and can spam everything you want through the Shadow gate in essentially limitless numbers.
- Last remarks: FUCKING HELL THIS IS SOOOO COOOL! The map looks awesome, the dialogues are good, the map design is extremely well done (your allies are busy killing their units against some stupid indies at mana nodes while the enemy AI soon runs out of indies to kill and thus starts pestering you). The Underground has these nice sidequests with the undead and rescuing Ella and keeps shrouding areas unless you take the watchtowers to keep vision and the shadow world is also directly alive with the conflict going on there already when you enter. Really really well done!