Quick summary
Is Fantasy general 2 a great game and is fun to play? Yes!
Can I recommend buying this game? Yes, absolutely.
Is the game perfect and flawless? No, and that's what we're going to discuss here.
Game-play suggestions / improvements
Swap units
This feature requires the player to press a button (like movement skill) and it will change cursor to swap mode. In this mode two friendly adjacent units that have a movement action available can swap positions. This will use movement action of both units.
Game intro movie
Add an option to skip this movie.
Advanced combat stats
Add an option to show advanced combat stats at all times, not only on hover.
Game render pause
When game menu is displayed there is no need to keep rendering the game loop. I noticed that when the game menu is up the unit / world animations keep playing, also the game reacts to mouse events. This is inefficient use of computer resources. I use ALT+TAB to switch to a different app on my computer and it's quite slow to do that. Also, when I come back to game screen the screen position is in a different place now because it reacted to my mouse move events while doing to ALT+TAB.
Unit portraits / lore
There was a section in the old Fantasy general where you could go and lookup every unit in the game and see a nice had drawing of the unit with some lore text. It would be awesome if could include that again.
Black sash + Armored slingers
This combination is quite busted as the harassed status is applied to every unit which gets hit by retaliation strike during enemy turn. The harassed status is retained for your turn as well.
Suggested change: harassed status is applied only on normal attacks not support fire attacks
Unit supply (food)
It's great to see that units can have different supply requirement but I feel this system is currently greatly underused. Most units require 1 supply and there are units which need 2 supply. I feel like increasing these numbers could get a better strategic decision ability to the player. Of course total available supply would need to be increased as well. For example:
- regular unit could cost 5
- recon unit could cost 3 or 4
Selection of enemy unit
For some reason the UI allows the selection of enemy units which will render the full unit control UI for the enemy unit. This is a bit confusing especially when you select an enemy unit by mistake. I wonder if this feature is intentional.
Carry over rewards should get more transparent
While I really enjoy the story and the dialog decisions, it's often unclear on what the consequence of that decision will be. It would be great to include a game-play explanation in the dialog for that. For example:
lore text: Raid their homes!
game-play text: get 5 gold per unit at the end of each scenario until clan revenge scenario group is finished
I would also include a representation of these decisions on the campaign map. These can be represented as flags which would be located at the place where the decisions was made. Hovering over these flags would display the lore and gameplay texts. When the decision no longer has impact on the game, the flag would be removed.
Secondary objectives
While there are some side quests here and there, I would like to see more secondary objectives in every scenario.
Random rewards
I enjoy random rewards, but sometimes it feels way too random. Maybe we could add a choice of 3 random rewards instead. This is still random, but it feels a bit more balanced. Different play styles have different resource needs.
Valuable resources
I like that we have common resource (gold) and valuable resources (weapons, armour, liquid mana), however the income of these valuable resources feels really unreliable. As a consequence it's not up to the player to choose the units, but instead you have to build what you can afford. I understand the need to keep the valuable resource as a balance limitation, however I propose to limit the types of valuable resources to either 1 or 2. It seems that weapons are less important later on as higher tear units can get purchased without weapons in later parts of the game. This would give players more options to choose what units to use.
Exploit attack option
I would like to see an option to NOT occupy enemy hex after the enemy unit retreats or gets destroyed. This gives the player more options to make good decisions.
Performance issues
I play on lowest graphical settings and the game runs pretty smooth, load times are quite low. This is true, however only at the start of the game. After roughly 30 minutes of playing, multiple save-game loads and ALT+TAB actions the game becomes much slower overall and after about 60 minutes I need to simply quit the game and restart the computer as everything is super slow. I wonder if these are some memory issues where old data is retained even if it shouldn't be.
Kidnappers quest bug
There is a quest where two witches kidnapped a woman and they ask you to bring her back. The quest has multiple possible sequences of events and I found one which is probably not working as intended. Find the woman in the marshes first (can use reveal spell to find her), then go talk to witches and tell them that you want to keep the woman for yourself. This will NOT put curse on all your units. Additionally you can charm the transformed which and make her fight for you.
Artefact merchant
It would be awesome to buy / sell / exchange artefacts for other artefacts or resources. We could even add an option to combine / upgrade artefacts, for example two lower tier artefacts could be transformed into one higher tier artefact. I have a bunch of unused lower tier artefacts which are just sitting around and doing nothing.
Artefact swapping
This is quite a handy mechanic but I feel it can be exploited way too much. There is an artefact which lets you charm animals. The charm spell will get broken if the caster of the spell dies, however it doesn't break when the artefact is passed to another unit. This lets you move one or two such artefacts around the map between your battle groups.
Suggested change:
Make the charm spell break when caster of the spell dies or the artefact which provided the spell was swapped to another unit
Artefact description
Some artefacts are not immediately understood on what they are supposed to do. For example some artefact gives you speed + 1, others will give you movement speed + 1. I'm guessing movement speed is an attribute derived from speed, but I'm not sure.
Slow units
I found units with slower speed than 3 difficult to use as this is an offensive campaign. For example Heavy axeman. It's possible to equip these units with artefacts to mitigate this, but I'm still not sure that if these units are worth it.
Looking forward to your feedback.
Thank you for a great game and keep up the good work




