I built a second palace and a Tower of Dominion.
When I raze a city containing a 1 per faction building, I can rebuild the building elsewhere? (Even if I still have the building in one of my cities?)
Leech Knife doesn't heal its user.
Berserker's Broadsword does not cause its user to beserk.
I summoned an Air Elemental. The knockback hit the enemy backwards. Now the enemy is on the same tile as the Air Elemental.
Skeletal Army summons skeletons on top of mountainous impassible terrain.
There's a spell that beserks your units and withers the enemy when they attack your city. It uses the old beserk mechanic.
Are hit displays accurate? Unless I'm mistaken, Fear of Death is not included in the tooltip. Are the Paradin buffs correctly factored in? I'm seeing far too many 97% chance to hit attacks miss.
Also resists. Particularly damage spells seem to nearly always be resisted regardless of what the tooltip says.
Tactical AI still uses gaurd abilities when only one unit is alive
Gallowman (The ability consume spirit) is rather strong. 40 mana per kill? I'm generally pulling in 200 mana per turn from my hero. He's a lot stronger than the demon summoner I chose next.
Wraith's touch is resisted a lot. Is this intentional? Why don't the resists do half damage?
Caravans keep magically appearing in my cities and demanding attention. Also, caravans trigger enemy in territory warnings.
Fortress city level upgrade Watchtower description is different from reality (out of date)
Summon Air elemenetal does a lot more than the description implies.
tooltip does not show correct damage. My skeleton is attacking for 3 damage when the max damage it says in can do is one. This is in a situation wherein the enemy is completely surrounded by skeletons.
Basic units (Pioneers, city militia, etc.) don't use custom faction hair colors.
Custom Sovereigns with mage animation set should produce sparkly magic balls.
Beserk units do cast spells.
AI doesn't understand when to fight and when to flee. (And runs away far too often.) In particular, the AI shouldn't run away if:
Only archers remain on the enemy side. Heck, if any archers remain on the enemy side.
Only one unit, or only units with low health remain on the enemy side.
The AI is going to lose the fight. (Or, in AI thought, if the enemy's power rating exceeds the computer's.)
Tactical AI doesn't fight well against high mobility enemies. Patient kiting (particularly using teleports) can win battles that the AI could win if it understood what was happening. (I would code an AI trigger that, when the AI found itself in a situation where the enemy was further away than, or as distant as it was somewhere in the last four turns, and the AI hadn't made any progress in the last two turns, and the AI was unable to attack an enemy, then, the AI should spread out its melee and try to cover the entire board, rather than approach the enemy. Alternatively, the AI could trigger once it was out of range and the only enemies remaining all have mobility enhancing abilities or movement speed at least two above AI unit's.)
Burning Blade shouldn't even be castable in combat. 97% of the time it's an idiotic move, and the AI will never understand the remaining 3%
AI is wasteful of mana. In particular, it shouldn't use mana on fights where it doesn't need to. (In fights where AI power rating significantly exceeds enemy.)
AI doesn't maximize spears well. It should be more aggressive about using the pierce ability. It should know how to attack an enemy from one tile away, even when an enemy isn't in melee range.
AI doesn't maximize axes well either. It should use cleave to hit multiple enemies, basically whenever possible.
Swords seem somewhat lackluster, especially since the amount of uncounterable attacks has been significantly increased. Swords should counterattack abilities such as cleave and doublestrike.
Web and confuse aren't used intelligently by the AI. It's easy to note that confuse shouldn't be used on archers, but I'd like to add that it's not useful against already confused targets, namely clumsy sovereigns.
As far as I can tell, auto resolve battles don't take advantage of effects that turn kills into mana, most notably the wraith perk.
Why does the Amarian racial cost mana? Or, rather, it's kind of cool that it costs mana, but it's far, far too weak for the additional cost, as compared to other racials.
Aren't beastmasters a little strong? Shouldn't there be a larger barrier to attacking a high level monster in the very beginning, and taming it? Also, why do beasts not have an upkeep?
Am I the only one who ALWAYS starts at no taxes? Is two gold per turn useful for anything? It seems like unrest is too harsh in the early game, and too weak in the late game. I like that you're encouraged to keep your territory connected, but it's basically impossible to do so until late in the game. I would change that penalty to multiply baseline unrest when disconnected. (thus becoming significant once you have some cities, but not affecting you much in the very early periods.)
Commanders seem to overkill their job. Placing a commander in a city will, normally, utterly and completely crush unrest. I would replace two of the abilities that reduce occupied city unrest, with abilities that directly multiply stationed town's research and production.
It should be easier to strengthen your army without fighting. Particularly once I have a full group, I find myself nearly forced into combat with monsters I would rather fight with a stronger army, because my progression will fall behind if I don't keep killing stuff. I would recommend either improving the effectiveness of stay at home champions (perhaps just of gold) or baselining a small amount of experience per turn for stationed heroes.
Why does Bacco hang around after beating you in a duel? Furthermore, an entire hero seems a little strong for a random event, especially when only certain sovereigns can win his duel. (Hanging around means he'll actually join anyone, but it feels stupid that the duel really has no consequence in losing.) After making Bacco vanish upon winning his duel, I would add in a few extra events similar to Bacco, but mutually exclusive to Bacco and each-other, that would allow sovereigns with strong suites outside of direct battle to recruit similar heroes early in.
It's rather difficult for heroes to move anywhere on their trees. Getting even basic abilities tend to require level five. That's already somewhat deep in the game before there is a noteworthy difference between a fighter and a mage. I would make reaching level seven easier and make later levels pick up the weight, with level twenty having about the same difficulty to reach as is.
Light Plate/Masterwork Chain- with the removal of encumbrance, it's kind of hard to tell why these exist. They should be further differentiated or removed. Assuming they stay in, the description at least needs to be changed to something meaningful.
Is Burning Hands actually useful? It seems worthless.
I want a burning sword.