No we still need maps and I think a few characters we are hoping more magic users are made(like mages or shamans) there is a test patch for maps tho to test them out
I finished up a working portrait for Dargmir.

updated chest/stealables/what the units in the L shaped room are going to do when you open the door
add easter eggs and camilla baiken and effie
if you want them ingame you have to submit them as NPCS/units
can i submit chapter 6b? has anyone claimed it?
nope, you’re free to get 6b
can i take your intermission and make it a defence map?
If the story fits, sure, though I imagine it would be difficult considering that in route b, the mercenaries are trying to stop the coup from happening, so they wouldn’t spend a lot of time at the temple
im gonna think on that
You can have it where they are preping in the temple and the temple that would hold a strategic hold for the coup gets attacked in attempt to try and capture it, the mercenaies hearing its an important hold point defend it to help stop the coup from happening or getting stronger. The houses turning to red and have to be saved by turn 6 or 5 earning a prize for saving both with what they give once interacting with them and the defend point is the staircase in middle as the player’s army is stationed on both sides of the doors that hold green reinforcements that if kept alive give a prize.(like keeping 3 or 4 alive but not all of them)
I think what @Shadow_the_halberdier said here is good, but i need to think and tweak this a bit more. Thanks for giving me a idea, though
Eh just threw an idea out that might work with the map and the conditions we have I tried to make kinda easy but rewards forcing out to save the houses for good rewards while balancing out the green crew from the doors that i say would open half-way through the defend as monks, Soliders, and Clerics/Priest
I think i got a idea, so they are preparing to leave shortly after they prepare and they get ambushed by the insurgents of the coup. They will have a short amount of time (5 or 10 turns) to get to a escape point. Priests/monks/soldiers will go and try to help as reeinforcments, because the insurgents are also out to steal a relic that is held in there. I`ll probally extend your map to accommodate for this change, or not.
Keep in mind that intermission 1 takes place at an abandoned temple, so no monks or priests, I think the idea of getting attacked at the temple when you were just about to leave works. The area is inhabited by plenty of thieves and criminals, some of them allied with the noble family (ch5) and the insurgents, some just wanting to claim the bounty on Jemma and Co. for themselves.
Maybe they overhear Jemma’s plan to thwart the rebels plans and turn hostile to the mercenaries, with the initial enemies being mostly thieves, myrms, mercs, deserters, and outlaws, with reinforcements gradually shifting to cavs and armors.
The player’s army has to escape toward the south of the map before there are too many reinforcements to fight back against (game over if all units are not out by a certain turn)
The map is definitely going to need to be extended south and maybe on the left and right as well.
thanks for feedback on stuff, i`ll take your suggestions in mind.
Portrait for Arvus:

And portrait for Jared:

It went from defense to escape XD
So 6b is going to take place right after the Intermission?
Could work if the army is split across both sides. Though ideally it won’t overlap too much with the intermission itself considering it’s a simple cutscene map.