I've just finished scenarios. Great work but not without bugs.
I haven't really done anything with the scenarios lately. They aren't a priority for the version I intend to release later today, but I'll try to fix the things that are quick and easy.
Radiant Guard:
Mikel can't cast (because of being held).
Also, shouldn't he be inside Bourne? If you think that it would be too easy, just add another Beast of Agares to Infernals.
And I always wondered, where are Hippus? Maybe some of lanun
forces should be replaced by hippus?
There is an event in which the player can chose to betray the Overcouncil and join Hyborem in defeating Basium. I believe that placing any of your units in the Bone the Gleaming would make victory that way too easy.
I say that, but then I noticed that in my scenario file Mikel appears to be in the city. Maybe he just gets kicked out?
I think there was a reason I wanted him held, but I don't recall what. I think I'll go ahead and remove that promotion.
During this scenario you can meet Capria of the Bannor, who in the process of sailing to The Fane of the Lessers to vanquish the demon lords and rescue Donal Lugh. While she was away from the Bannor homeland, Auric Ulvin attacked. They are too busy fighting him off.
Tasunke of the Hippus would just be negotiating his payment for serving Auric.
I'm not quire clear why Kael did not allow any of Rhoanna's Hippus to join Falamar, as they should be traveling together after the events of The Momus.
I just added a few mounted units with the Horselord promotion to the game under Falamar's control.
The Black Tower:
I think that Barnaxus shouldn't spawn: "the black tower" happens after "the Momus" which happens after "Beneath the heel".
If The Splintered Court is completed,
So why only one of elven civilizations is allowed?
Barnaxus destroyed already? I hadn't thought of that, but it does seem like he must have been. I suppose someone could have gotten the piece back after Mulcarn's Last Breath was extracted from them, but he probably would just be an ordinary Golem after that.
Still, from a mechanics perspective it does not seem right to block them from this hero only.
The Elves may be reunited, but the victor's culture would probably dominate so it is as if the looser where just wiped out.
I don't think I'll change this scenario, a least for now.
Fall of Cuantine:
Final event didn't happened
Waiting one turn didn't help.
I haven't dealt with it for so long I don't quite remember, but isn't
Wages of Sin:
The text for calabim message after defeating a third civilization is missing. Is it written at all? In earlier versions the task was to kill 3 civilizations, not 4.
Kael wrote more of those entries for the Malakim than he did for the other civs. I may go back and write more so that every player has some text for killing another player later, but not today.
Against the Gray:
Starting with a brujah with Body 3 is overpowered. I gave him Decius and completed all map with just this one unit.

Not a bug, but what are all those skeletons, wraiths and necrodruids doing in SIDAR lands?
I removed Body 3.
I didn't add any of those undead units. They were in the base FfH2 scenario. Kael may have had some good reason. I'm not sure what it is, but I don't intend to change it.
Blood of Angels:
Auric can't rescue Brigit (he is evil).
No, but Mahala could possibly free her and sacrifice her for him. Auric can still free and kill Odio.
Maybe I should add a special spell to let Auric sacrifice the archangels rather than freeing them. I did not want to do this just for this scenario, but maybe I could make it available in a regular game to hasten The Draw.
The Cult:
No unit has the white hand religion. Even priests that were built later.
This scenario must use the No Rituals game option, which I also use to eliminate this religion since there weren't enough spare game options. I'll go see if I can change this without allowing any of the rituals we do no want.
Mulcarn Reborn:
Overcounsil meetings are broken. The only option to vote is "abstain". I think that's because of
. Before he spawned, overcounsil worked fine.
I don't really feel like trying to figure out how to adjust those text entries right now.
I the the problem with the councils is that the game is set up to only allow a player to vote in a council is every member of the team is a member of the same council. I find this annoying, but I believe that it is something that would require DLL work in order to change.
If you can convince Decius to join the Overcouncil then things should be fine. Of course, if this is the Calabim version of Decius he may well use the Feast spell, which would turn him evil again and kick him out of the council. Things would be much easier if Decius took the Malakim route.
Lord of the Balors:
I killed Hyborem and multiple (2 or 3, I don't remember) barbarian Gela's spawned.
I remember thing like this happening before. I think I may have foxed it already, but don't quite recall. I don't think I'll address it in time for this release, but maybe it can be sorted out before the new year.
General:
Illusion archers can use ranged attack.
I'm not really sure what can be done about that.
Force 1 spell can add Temporance promotion to angels.
I think that may have originally been intentional, but I changed it so that Temporance now only applies to living units of your team. It also grants 50% rather than 35% resistance to holy and unholy.
Avatar of Wraith has 6 chaos affinity. Why? I though that he and archangel of Camulos are different guys.
At first Kael claimed that the Avatar of Wrath was a manifestation created fro the rage of mortals, but when he got around to including all of the archangels' names in the pedia then he made him Camulos's archangel.
In Lords of the Balor I've found many tigers at (0,0). Can Sluagh summon tigers? Did Genesis turn some of sluagh in tigers? Or was it simply coincidence?
Can Genesis? No. That ritual only changes terrain, not units.
Nature's Revolt, however, was probably UNIT_SLUAGH_RECON into tigers, because they have the Hunter unitclass. I just changed the code so that it will not happen anymore.
The "violent spirit possessed him" event add crazed but didn't add demon possessed promotion.
Are you sure it didn't just wear off before you noticed it?
You weren't playing as the Mercurians, were you? Such evil promotions are removed from their units automatically. Maybe I should block them from getting exploration outcomes that grant them too.
It is probably a feature, but sluagh heroes get post-mortem experience. 1 exp per turn.
It isn't exactly intended, but I'm not sure there is anything I can do about it so long as I use Sluagh dummy units to store unit data.
lfgr recommended that I switch to storing their data using the SdToolkit, but I have not yet made much progress in figuring out how to do that.
Illian assassins can become invisible on snow. Maybe they should automatically become visible on another terrain?
I just changed the python prereq of Whiteout so that instead of requiring Snow terrain, it can also be used on Glaciers, sea Ice, or Blizzards. When none of those conditions are met, it will remove the Hidden promotion unless the unit also has the Stealth promotion (which can grant the same hidden promotion regardless of terrain).