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Interestingly I didn't find the level extremely easy, I managed to beast the last man standing but I needed a lot of recources to do it. I tried your suggestion but it results in both A.I's not attacking. There is sort of a timed event with the aurgrum walls by the northern portal but that makes it too much like Level 9. Maybe i could keep the fight between asmodeus and the mpire, i actually like that aspect of it and have a weak underlord near your dungeon to make up for the loss of the hero invasion parties in the original DK2 version.
For Underlord AI, probably try Marcus. Also try delaying the push with Brimstone, or Lava. 1 small line inside the dungeon of Blue Underlord may act as a barrier, preventing it from breaching out until it gets an underminer or stone bridge unlocked.
If nothing else works, you may consider sealing it off with Brimstone, so it can only be breached either by Empire or Human player.
Thanks for the feedback, this was a difficult level to remake and it took me some time just to get it to where it is now. As for underlord A.I which one would you suggest? During playtesting I noticed that all personalities would throw themselves at the Empire relentlessly.
I strongly suggest adjusting this level.
First of all, rebalance Empire AI since it will go and kill it's attacker ( which most likely will be Blue Underlord AI since player can be less aggressive ). Four gateways around Player's starting position could have some Empire units inside, like it was in DK2, so it won't be that easy to destroy them.
You should playtest it and see which AI can play the level in more balanced fashion. Idealy, you would want to have Blue Underlord more prepared for an attack, yet not super aggressive from start. If needed, experiment with Brimstone or Lava/Liquid gold, these could delay AI's attack on Empire.
Level looks nice but doesn't function correctly.