Bro, I am testing the new version, but I stuck at scenerio6. These are what I suggest to do:
1.Buff Patruk and Jacky's base mobility to 6, and fastfoot Jacky's mobility to 7.
2.Buff Diana's hp after she leveled, because 40 hp ain't be enough. On lv3 I guess 48-52 would be fine.
3.Buff Patruk, Jacky, and Diana's swamp and coastal reaf terrian mobility from 3 movement point costs to 2 movement point costs.
4.Buff Drogan's hp. 37 is simply not enough, let alone his negative resistances make him harder to survive. I guess 42 would suffice. Besides, are you sure it is rational that Drogan can get a cures/heals by AMLA? That AMLA list is really confusing because there is no exp differences resulted by different upgrades, let alone there is no classical +hp choices, which is rather important for Drogan. IMO he could just level up to be a stronger unit regularly, and continue to upgrade till he gets all necessary abilities like Patruk do.
Drogan's resistances are strangely low. Comparing to other heroes, he is really lame. I suggest to give him 42 hp and 10%+ physical (until this far I still have no idea about why the hell do they set vampires to have negative resistances against pierce, bah), fire resistances shall be greater or equal than -10%. As a vampire, as far as I know they only fear arcane damage. Cold weapon doesn't really damage them since they are half-dead, and fire does not hurt them much as well since it is just a kind of heat damage for them, not the sun, which has holy power et cetera. Besides, they can regenerate. But if you don't like you can ignore it and explain it as they only regenerate by draining. There is still one more thing impractical here, that is I found ghosts can drain from Dragan. Okokok I am totally done with him...
5.Buff Diana's initial magical resistances. At least we shall give her more cold resistances, since she is good at it.
6.One of the heroes gotta get a leadership; I recommend Patruk or Jacky, but only either of them, not both.
7.When heroes get leveled, please mark the right level instead of the weird ones like lv2--lv4 et cetera. It really does not matter if they are loyal, but that does not look natural.
8. You sure your puppy cannot climb mountain, and receive greater dodge rate on sand and cave than plains?!
Scenerio1, I suppose you have made Jacky invincible, right? That is why I cannot actually make him die ever once
Scenerio2, your puppy is really good, but you move really slowly so you will miss everything, since your dog finishes all of them for you. I suggest to teleport Jacky to the position with his dog after he bought it from the outlaw.
Scenerio3, It is rather easy, but it won't be so cool as Patruk moves 6 hexes a turn, thus he can get to Drogan's house within three turns.
Scenerio4, I suggest to change Menelaos's conscription list as Longbowman and Bladesman only, erase Pikeman, since I don't really see the point of recruiting them. Before the drake could fend off nagas and focus on us, my guys should have finished them already, since our heroes move far swifter than his and we are not distracted by nagas. So basically he is only going to fight nagas, Pikeman would be actually useless.
Scenerio5, before you updated the campaign, it is really too easy. We don't even need to do anything positively, just sit aside and watch, pick some exp during the cat fights between the undead and the humans enemies. But now we have to kill all enemy leaders, which do take some time and caution, so it is well balanced after all. If I were still to change some elements of this scenerio, I will move that northwest corner village (3,4) one hex nearer to us, and I will make some roads in the south desert, or the landing process would be trisky. Unless, of course, kill the enemy leader simply by the heroes, since they don't have any mobility problems on sands.
Futhermore, your scenerio objectives does not match with the real objectives. Its description still shows as "kill the skeleton dragon xxx"
Scenerio6 has not of problems. It is not well balanced. To fend off saurians and undead without mages, we would only rely on HIs. But the terrian was so bad that my troppers can hardly move, let alone to fight properly. I think the problem focuses on the hills neary by your keep. These hills really screw everything up, takes a whole day for a HeavyInfantry to move out of the castle to the battlefield. This is some kind of very basic design flaw, if let me say; so I boldly removed all these hills and move on.
Besides, fighting saurians is trisky too, since the whole south part of the map was nearly covered by swamps, we have to send mermans to deal with this; but the swamp ends up in a land-based castle, so it will be hard for them to take the leader down. Here I remade a map for you, fixed all those mentioned above, delicately fixed all unrealistic detailed terrian hexes, cancelled flank villages and add more; I did not change the castles, because it seems that you love finely built castles rather than more realistic-ruined ones. To lower down the difficultiy, I suggest to start from cutting down enemy income, in case they simply swarm to us continuously while we can not even get out of that dumb hills. More turns needed as well.
Finally, I shall remind you that many unit's voices are rather queer. For instance, when Diana was hurt or died, her voice is the regular male-unit's voice. Your dog shout like humans as well when it is hurt, which is really laughable