Aesthetics
*unit move radii should be more opaque to see more of the underlaying terrain, to much glaring “whiteness” IMHO
*hexes shrouded by FOW are too black and jarring on the eyes, especially since the hex outline is so distinct. Lighten, opaque up and soften up the edges
*Light horse unit graphic: the individual figures are squeezed to close together an don’t look good ( they are supposed to be in skirmish formation, no?)
*edge of the world off the map. One, instead of a grey black, perhaps true black would be better? Also, too much of the area outside the map can be seen when scrolling extreme up down left or right. Detracts from the visuals
**bring back the units “wiggle” animations when moved, the slidyness of the units now is nowhere near as nice.
**please please get rid of all the BG(11) etc (i) ( m) stuff . These might be ok in the editor but when playing the game, I don’t care if a unit is # 6 or #58 . Also, the game is not so complicated that we need a letter surrounded by parentheses to remind us Lance , Sword is impact weapon/ melee.
Lance(i) sword(m) is just clutter
The additional problem, is now that there is no graphic of the unit in the lower corner when one mouse hover over, its hard a glance to see what moral state your unit is in, one has to LOOK for the written word fragmented etc in that pile of clutter…
(please bring back the graphical unit in the mouse over)
UI /HUD ease of use stuff:
*the break point score should be more in the center, considering it’s the whole POINT of the game, far to the right you need to make an effort t look, the font also gets clips with longer army names…
*the xtra option bar, when open, covers too much of the playable area. Also, the detailed combat log is obscured when the bar is open…
*too many clicks to toggle things off and on, for example, command radius for leaders should be a quick click button, not having to open the xta options, click, close… and then back again to shut off
*the mini map covers way too much of the playable area
*there needs to be crossed sword or something to indicate BG's are locked in melee combat, when enemy and friendly units are just adjacent it is disconcerting
*the on map indicator of combat chances ie 36% 36% is now very hard to read and looks badly pixelated.
Bugs:
*no scenario descriptions
*when in scenario selection to select a scenario, the minimap no longer shows the troops deployed in the little red and green pips.
*FOG of WAR is now completely different than it once was. I doudt it’s a bug but it radically changes the game and I wonder if the AI will suffer from it. Also, many scenarios have a totally different feel now that you cant see 90% of the enemy army. You have made it so that a unit on level 0 terrain cannot see a BG that is on a level 1 piece of terrain that is NOT the ist delta change (the very ist hex that the elevation goes up, ie a “hill hex”)
These are supposed to be moderate slopes, not cliff sides that could conceivably block the view of troops up on top but a hundred yards back from the edge…
**this is huge for me and maybe others: you should not ad nauseum, be able to go back to an already moved unit, move it a little, then do other things with other units, then go back again, etc etc
Once moved, the unit should be DONE. This is such a radical gameplay change, why is it there? The game is already somewhat notorious for players having a lot of control and min-maxing everything beyond the bounds of historical and this just adds to this exponentially!
*Light foot that rout an enemy LF and give chase will charge into formed troops . They should not always(ever??) do so.
As an addon to this, in a recent game vs the AI in Akragas, the AI LF broke my LF, it gave chase, and then stuck onto two of my formed heavy foot. This happened ON MY TURN. I was able to melee it with one of my heavy unit, but did not get the option to melee with the other in contact. I ended up routing the enemy LF ( and it evaporated) by impacting it w a third.
The heavy foot that was the LF stuck to but didn’t melee was grayed out and not usable for my turn. I do not believe that hat unit should have lost its turn since it really took no action….
*Without any real consistency, routed BG’s often just disappear, even when they easily could have fled
This is from units that were nowhere near “auto rout levels that I thought might have been why…
*units that come into combat via impact at angles other than front to front, do NOT change facing until melee is resolved the next turn which not only looks weird, changes game play.
edited to fix some( but not all) spelling errors)



