Hey, first of all I just want to say I loved your hack! You're implementation of turn based clear rewards and multiple side objectives and powerful stealables forces the player to really plan out their route before deployment to get everything. This made each map feel like a puzzle the player has to solve and allows the player to make decisions about how hard they want to make each map for themselves. For example do you really want the gold gem held by the cyclops in chapter 10 or would you prefer to have an easier time beating the fast turn objective? I also liked how the fast clear rewards, for the early maps in particular, were helpful right away in the following chapter ex. giving the player a horseslayer and having a lot of cavs in the next chapter. There were a couple things I didn't like so much as well. At times, certain maps felt a little reinforcement heavy when the reinforcements didn't seem to be there for a particular reason. For example the in fog of war map with Elliot, the reinforcements kept coming for at least two turns longer than I felt like they should, making what is already a bit of a slog of a chapter more of a grind than it needed to be. On the maps with fast turn clear rewards I thought the reinforcements were for the most part done well, but since there was no fast clear reward for the FoW map it just felt tedious. In addition, in some of the maps with fast turn clear rewards it felt kind of odd to me to incentivize the player to clear the map quickly but then have several turns of reinforcements spawn right around the objective, I'm thinking of chapter 10 in particular. I guess you could view these as adding to the difficulty but personally I think it would add more to the challenge without frustrating the player by having them spawn elsewhere in the map and perhaps harry they player on the way to the objective. Just to be clear, I have no problem with a troop of reinforcements spawning to guard the boss/seize point but when multiple waves come its kind of annoying. I also found it difficult to keep track of all the npc enemies and how they were related even after reading through the Corrupt Theocracy lp you mentioned. I noticed a few bugs on my playthroughl, on the chapter with the summoner ( I think it's 11 or 12) on the first enemy phase after summoning phantoms another generic npc located 2 spaces below the summoner had their map sprite suddenly change to part of a phantoms sprite and another small piece of the sprite appeared in the space beneath that unit. When checking the unit's description it was still as it was before just the map sprite that changed. After promoting unit's in the battle preparation screen they started the chapter missing the hp from their promo gains, ex. after promoting Artemis she started the chapter with 28/32 hp. Finally, in chapter 13 Malik's bolting tome doesn't lose uses after he attacks, he used bolting at least 3 times but still appeared to have 5/5 uses remaining, is he intended to have unlimited uses? Not sure if these have been fixed already in your working version but I figured I'd share them just in case! Thanks for putting some much hard work into this project, this is by far the most fun I've had playing a hack and I can't wait for more chapters to be released!