My Feedback
Posted: Thu Jan 02, 2020 12:16 pm
I’m quite content with the game as far as I have played until Kanthas now.
I first played on Challenge with patch 3, but when patch 4 hit I felt like restarting with some lessons learned on Legend with enemy-scaling which rather plays surprisingly better in the sense of not being too easy. I normally avoid turn-based strategy games on highest diff due implausible AI buffs.
I especially like this upgrade system in a TBS which offers a nice way to customize heroes and other units, although this is obviously quite plausibly restricted in forested barbarian lands with the given resources at beginning.
It’s quite fresh with the separated male and female upgrade-tiers, as rather only barbarian/norse-like armies offer such gender-mix compared to used-to-known male-only armies in non- or low-fantasy worlds.
I also like using morale as shield against magic attacks a lot. I have never seen using that so far in games. It feels virtually very believable in that sense.
It’s good that you can also equip ordinary units with items besides heroes. This brings a little difference to every army member even if you got copies of the same type.
Loot in the game is nicely varied and exciting to discover, as long as you don’t constantly get duplicates of something useless.
The Wealth system is also truly a better alternative to the typical scenario turn-limits. While visiting every special location for treasure seems mandatory at beginning, these won’t become too necessary anymore if you have established a fully upgraded army later about Sunken Lands and gather more resources than you need. More important is the scenario goal that can still be accomplished after the soft-limit. Saving costly unit member deaths by slow careful moves can compensate the benefit of left-over turn wealth mid-late game much more. It’s rather much easier to get own units destroyed later on higher difficulty grades.
The occasional discovered side-quests are highly welcome in a turn-based strategy game, although I wish there would be more in such fantasy-themed world. For example, on the Odwin’s Ford map, I missed the opportunity to accomplish cleansing the swamp from undead for the witch, as you can promise you will help the witch somehow. No idea if I have missed something there besides the female-unit special reward already by simply visiting the tent. Anyway, such scenario story-supported side-quests, like the harpy-quest on Clanhold of Machnar map, enrich highly the world that you are motivated to explore every corner of the map.
The letter-quests on the campaign map are also nicely done as mini-puzzle.
The difficulty grades of the game are also well done. Instead of implausibly buffing enemy units to the sky, you simply give them more experience and/or higher (tier) spawn numbers what still plays finely balanced right now without much frustration. The enemy-scaling option seems to do its job very well compared to strict XP values which look truly challenging as I have compared them, but this could vary for every player skill.
Here are some separated unit-issues I’ve noticed so far:
"Magistrate Present" buff on Krell's_Landing.also counts for Gerios himself. That shouldn’t happen for leader buffs.
If Wind Riders lose a unit member during an attack-and-retreat move, one stag will keep standing on the moved hex. I’ve already observed it on several maps. I can’t remember if it also happened to the earlier stag units.
The Pilfer perk of Medred's Knives gives 50 instead of 20g despite description. Intended? Is 50 not too high? That’s like visiting a special map location on every kill.
I still remember on Challenge with patch 3 that the Extractor item gave 2 mana per kill. On Legend diff with patch 4, it only gives 1 despite description.
I see this was recently reported here in the tech-forum. I guess you are going to update the description then.
Unit-gifts from letters, like Medred’s Knives and the Taurus Catapult, don’t seem to properly scale XP according to game progression or Drill skill from Falirson. I obtained Medred and the catapult (which I turned into resources) both after Dragon Isles on Legend-diff with level 2 which is rather too weak now although should still be doable due the rather non-frontline role of trackers or siege-artillery. I know that Drill isn’t necessarily taken by every player, but if you spend precious skill points there then it should benefit these newly obtained units too. The XP of Volunteer units seem to scale fine enough with the progression too that this XP scaling should be good to be used as well for these rewarded units.
The Heavy Axemen could need a little Health increase as nearly every other unit’s single member increase in hitpoints as well during the upgrade-tiers.
For example, the Iron Javelins got 30 compared to 25 hp per member of Javelin Throwers despite in also keeping the 8 members.
Similar, there is no progression between Slingers and Wolf Killers, although Armoured and Thunderers get 5 additional hp later.
It just feels unnatural that 10 Younglings have 25 hp per member while their upgrade to 8 Slingers/Killers made them somehow less healthy by only 20. This is unlike the upgrade from 8 Maidens with 20 hp to 8 Javelin Throwers of 25 hp and later 30 of 8 Iron Javelins. The health/member increase of the spear-line is even more extreme. Men feel so fluffy this way.
The lack of health of ranged units becomes very clear if you're targeting units with Siege Trolls. These do way too much damage on units of numerous members often destroying fully healthy ones with a single attack.
Considering their physical prowess, trolls are too cowardly with their 4 Morale throughout all upgrades. It should look better with at least +1 per tier similar like many other upgrade-tiers.
Barbarian males also seem to lack morale compared to females as long as they don’t go berserk. While Iron Javelins enjoy a hop from 5 to 6, Heavy Axemen don’t seem to get any confidence by their armour when upgrading from barechestedness as simple Axemen.
Together with the slight increase in Health, the Haxemen could possibly become more attractive compared to the Berserker-line. Obviously, the huge advantage of no kills and its "they will do fine" feeling is still way too attractive of these zerglings.
Why do melee-trolls have only Search 2 while ranged-ones have 3? Did the gods not create them all equal like barbarians? Do throwing-trolls eat more carrots than clobber-trolls?
Search 2 is okay for dull undead units, but all living creatures should be more aware of their surrounding, especially if they are more than twice the size of humans.
Mount-upgrades for Falirson and Ailsa: I think they lack some mixing of original hero and animal/monster stats. It isn’t so apparent with Falirson and his dire bear, like still adding Highland Charge and a little Armour-boost (Falirson 5 compared to Dire Bear 8).
It’s more apparent when getting the mount for Ailsa. She is still blind with Search 1 and squishy with Armour 2 besides the rest of her original stats. It feels like she only received clumsy wings and a fire-breath, and not like riding a true dragon. I’m especially thinking about the lizard dragon-riders which even have Search 4 compared to the non-mounted Swamp Dragons with Search 3.
Speeds: most units look fine, but the pure flyers should generally be faster than ground units. Only the bats have 5 what is as fastest creature okay compared to possible real-life speeds. I still honestly don’t feel that Red Dragons are that powerful to justify even a walking speed of 3 though. I think upping more or less all flyer speeds by 1 should still look finely balanced, although units like Winged Maidens and mounted flyers don’t need to be faster than 4 compared to their weaker non-mounted variant. A Pegasus Rider with only Speed 3 will also look more plausible with Speed 4 then, while dragons are so large and strong that they should hardly be affected by a tiny rider. The Jump ability should also not be higher than the regular move-speed.
Compared to flyers, it’s rather frustrating to watch how fast the speeds of lizards are in water. I was once chasing a Lizard Newt with a Pegasi which was easily evaded by their unbelievable swim-speed of 6. I think the amphibious trait should only give +1 in water instead of +2. I also see no reason why the Lizard Newts should have Speed 4 compared to so many other foot-units generally having 3 as base speed. I think the Newts should get more health as well, so they aren’t that ridiculously squishy when getting one-hit killed by Siege Trolls.
Offering amphibious creatures missile and siege damage protection on water tiles is another idea as they could simply submerge to evade it.
Most flyers are rather weak compared to ground units, so I wouldn’t mind their ability to do some decisive finish-off kills thanks to their superior speeds. That’s what makes Spitting Spider summons valuable as anti-flyer unit. A faster speed is really needed for the recon-role.
By the way, I’d also like to see spiders being able to climb mountain tiles.
I could go on with some unit stat tweaks, but I’d prefer to do this as own modification without turning this into a nitpicking debate. I really hope this is sooner or later possible with some externalization of data files. See the Order of Battle game for a good unity-example. I had no luck with asset-editing so far.
Some other suggestions:
The game could really, really need some trading between battles. Sooner or later you bath in a certain resource like gold and items which someone would like to trade in for something else like other more useful items or a resource. Even selling for only a fraction of the purchase price for sake of item-overview is highly welcome.
While such traders or trading shouldn’t be necessarily available everywhere, there could still be story-wise opportunities, like for example after Homecoming, Clanmeet, Krell’s Landing, and Kanthas/Golden Coast, to exchange goods for the next stage of trips. Such restriction could help to better manage trading inventories what to offer when without constantly offering giving what the player wants. A special opportunity to trade within the scenario when (re)visiting Trading Outposts also comes into my mind. These are also not too frequent during the Invasion campaign; early-mid campaign at least.
The random seed of loot should be generated at each scenario start.
It’s sometimes quite frustrating if you reload a savedgame for whatever silly reason to repeat a whole turn and notice some never-seen-before purple stuff vanishing forever. This should also annihilate any greedy reloads due undesired loot and speed-up gameplay.
The exaggerated Mutated Blood Oak good-perk stacking should also become less of a balancing issue.
By adding trading possibilities mentioned above, even another Tree Token or Band of Crows or other obsolete becoming items could be turned into gold later, similar like kicking Volunteers for gold after they survive a scenario, what I rather find more useful than non-fighting gold-loot.
Such feature could possibly lower the difficult grade again, but maybe the enemy-scaling option can already compensate this.
Mutated Blood Oak perks: I’d replace these with something only temporarily as they are only tempting reloads. Stacking these perks, thanks to reloads, on single heroes is quite unbalancing and no good game design without iron-man/lady mode.
Unit icons: some units could need a different one to distinguish them better from other types.
Units with magic weapons could show an aura-effect around the weapon.
Shield Maidens: two spears & shield.
Iron Javelins: two javelins & shield
Stag Lancers: two javelins & horseshoe
Wind Riders: three javelins & horseshoe
Slingers: one or two arrows
Wolf Killers: two or three arrows like originally
Heavy Axemen: two-bladed axe & shield
Werebears: their claws to better distinguish from bears
Trolls: you could distinguish here according to horn-length.
Centaur Warriors: two-bladed axe & shield
Crows: double-wings or simply a crow-silhouette to avoid similarity to the Eagle Bear
Vampire Bats: fangs
Pegasi: horseshoe with attached wings or like the Interceptor icon with horseshoe
Eagle Bear: beak
Ancestors: the shield is irritating, the Younglings’ sword with glow should look better
Gatekeeper: a whirlwind icon
Sentinel: a whirlwind icon with a lightning inside
Gathering more unique icons for all units could possibly help creating a better overview 2d-map in the future, as the minimap is too diffuse to use.
Liquid Mana: I really wish you are guaranteed to get at least two points before doing the Isael or Machnar road. I tend to pick a Wolf Mother after Heartspire for the fun of learning summons and training her as early as possible. I haven’t played the Iseal maps yet as I was always worried too much about the severe morale decision there. Losing a hero felt too extreme as well. Upgrading many of my barbarian units with the plenty Armour looked more satisfying than gathering even more Weapons on forested maps that I didn’t need at this point that much anymore. I’m also afraid too much about the annoying Longbow units.
I know that Burial Mounds can get randomly LM too before this map choice; at least once on the Clanmeet map. Too bad I was simply too unlucky twice now to get more than a single point that didn’t allow me to upgrade at least one Troll Pups unit to a Hurler which are so helpful against the fortified locations of Machnar.
Even worse was my surprise by struggling with my two Troll Pups units that I planned as Troll Hurler until Sunken Islands that I received a Troll Hurler replacement unit for a hero. I should have upgraded one Troll Pups much earlier then as Charger at least.
I understand the campaign design to offer different resource type priority in each Clan scenarios, but at least two LM points, like scavenging these after Heartspire, before that could really benefit better army building choices at this campaign stage.
Dragon Isles map: the lower-left island could need an opportunity to crawl over shallow water to the main-isle like doable on the right island. I was actually looking for a teleportation circle there. Luckily, I picked my small Ulnar-group for this island including the Wolf Mother which could still spam flyers. I guess this island is rather suited for lizards and flyers what you don’t know for sure on the first visit yet.
I miss a camera keyboard/mouse-scroll speed slider. Such option is rather standard in games since ages.
The animation speed slider keeps resetting to 100% although the actual animation speed still applies as far as I have observed it with patch 4. I can’t remember if this was also with patch 3.
The move-speed animation of Shield Maidens looks slower compared to other units. Maybe the same applies to other units but it could be my eyes.
Hotkey-G to toggle hex-grid doesn’t work for me. Changing it to another key doesn’t work either. The UI option still works.
How about a hotkey to reset the camera rotation?
The idle flapping-sound of pegasi, dragons and possibly other flyers is annoying compared to the dead-silent rest of the units. I’ve already noticed this flapping-sound also during loading a savedgame in an extremely fast beat which is even more irritating.
The game has a reckless RAM overflow-issue, like known in other Unity-games. It harmlessly starts with 2-3 GB after loading whatever map on more or less highest settings and gathers sooner or later around 6 GB what hurts systems with 8 GB RAM. It also happens with all settings to lowest. I wish the game (or the engine?) could better manage the maximum RAM limits. Could it happen due frequent savedgame loading? I don’t know.
That’s about it as far as I remember and noted while playing this great game.
I first played on Challenge with patch 3, but when patch 4 hit I felt like restarting with some lessons learned on Legend with enemy-scaling which rather plays surprisingly better in the sense of not being too easy. I normally avoid turn-based strategy games on highest diff due implausible AI buffs.
I especially like this upgrade system in a TBS which offers a nice way to customize heroes and other units, although this is obviously quite plausibly restricted in forested barbarian lands with the given resources at beginning.
It’s quite fresh with the separated male and female upgrade-tiers, as rather only barbarian/norse-like armies offer such gender-mix compared to used-to-known male-only armies in non- or low-fantasy worlds.
I also like using morale as shield against magic attacks a lot. I have never seen using that so far in games. It feels virtually very believable in that sense.
It’s good that you can also equip ordinary units with items besides heroes. This brings a little difference to every army member even if you got copies of the same type.
Loot in the game is nicely varied and exciting to discover, as long as you don’t constantly get duplicates of something useless.
The Wealth system is also truly a better alternative to the typical scenario turn-limits. While visiting every special location for treasure seems mandatory at beginning, these won’t become too necessary anymore if you have established a fully upgraded army later about Sunken Lands and gather more resources than you need. More important is the scenario goal that can still be accomplished after the soft-limit. Saving costly unit member deaths by slow careful moves can compensate the benefit of left-over turn wealth mid-late game much more. It’s rather much easier to get own units destroyed later on higher difficulty grades.
The occasional discovered side-quests are highly welcome in a turn-based strategy game, although I wish there would be more in such fantasy-themed world. For example, on the Odwin’s Ford map, I missed the opportunity to accomplish cleansing the swamp from undead for the witch, as you can promise you will help the witch somehow. No idea if I have missed something there besides the female-unit special reward already by simply visiting the tent. Anyway, such scenario story-supported side-quests, like the harpy-quest on Clanhold of Machnar map, enrich highly the world that you are motivated to explore every corner of the map.
The letter-quests on the campaign map are also nicely done as mini-puzzle.
The difficulty grades of the game are also well done. Instead of implausibly buffing enemy units to the sky, you simply give them more experience and/or higher (tier) spawn numbers what still plays finely balanced right now without much frustration. The enemy-scaling option seems to do its job very well compared to strict XP values which look truly challenging as I have compared them, but this could vary for every player skill.
Here are some separated unit-issues I’ve noticed so far:
"Magistrate Present" buff on Krell's_Landing.also counts for Gerios himself. That shouldn’t happen for leader buffs.
If Wind Riders lose a unit member during an attack-and-retreat move, one stag will keep standing on the moved hex. I’ve already observed it on several maps. I can’t remember if it also happened to the earlier stag units.
The Pilfer perk of Medred's Knives gives 50 instead of 20g despite description. Intended? Is 50 not too high? That’s like visiting a special map location on every kill.
I still remember on Challenge with patch 3 that the Extractor item gave 2 mana per kill. On Legend diff with patch 4, it only gives 1 despite description.
I see this was recently reported here in the tech-forum. I guess you are going to update the description then.
Unit-gifts from letters, like Medred’s Knives and the Taurus Catapult, don’t seem to properly scale XP according to game progression or Drill skill from Falirson. I obtained Medred and the catapult (which I turned into resources) both after Dragon Isles on Legend-diff with level 2 which is rather too weak now although should still be doable due the rather non-frontline role of trackers or siege-artillery. I know that Drill isn’t necessarily taken by every player, but if you spend precious skill points there then it should benefit these newly obtained units too. The XP of Volunteer units seem to scale fine enough with the progression too that this XP scaling should be good to be used as well for these rewarded units.
The Heavy Axemen could need a little Health increase as nearly every other unit’s single member increase in hitpoints as well during the upgrade-tiers.
For example, the Iron Javelins got 30 compared to 25 hp per member of Javelin Throwers despite in also keeping the 8 members.
Similar, there is no progression between Slingers and Wolf Killers, although Armoured and Thunderers get 5 additional hp later.
It just feels unnatural that 10 Younglings have 25 hp per member while their upgrade to 8 Slingers/Killers made them somehow less healthy by only 20. This is unlike the upgrade from 8 Maidens with 20 hp to 8 Javelin Throwers of 25 hp and later 30 of 8 Iron Javelins. The health/member increase of the spear-line is even more extreme. Men feel so fluffy this way.
The lack of health of ranged units becomes very clear if you're targeting units with Siege Trolls. These do way too much damage on units of numerous members often destroying fully healthy ones with a single attack.
Considering their physical prowess, trolls are too cowardly with their 4 Morale throughout all upgrades. It should look better with at least +1 per tier similar like many other upgrade-tiers.
Barbarian males also seem to lack morale compared to females as long as they don’t go berserk. While Iron Javelins enjoy a hop from 5 to 6, Heavy Axemen don’t seem to get any confidence by their armour when upgrading from barechestedness as simple Axemen.
Together with the slight increase in Health, the Haxemen could possibly become more attractive compared to the Berserker-line. Obviously, the huge advantage of no kills and its "they will do fine" feeling is still way too attractive of these zerglings.
Why do melee-trolls have only Search 2 while ranged-ones have 3? Did the gods not create them all equal like barbarians? Do throwing-trolls eat more carrots than clobber-trolls?
Search 2 is okay for dull undead units, but all living creatures should be more aware of their surrounding, especially if they are more than twice the size of humans.
Mount-upgrades for Falirson and Ailsa: I think they lack some mixing of original hero and animal/monster stats. It isn’t so apparent with Falirson and his dire bear, like still adding Highland Charge and a little Armour-boost (Falirson 5 compared to Dire Bear 8).
It’s more apparent when getting the mount for Ailsa. She is still blind with Search 1 and squishy with Armour 2 besides the rest of her original stats. It feels like she only received clumsy wings and a fire-breath, and not like riding a true dragon. I’m especially thinking about the lizard dragon-riders which even have Search 4 compared to the non-mounted Swamp Dragons with Search 3.
Speeds: most units look fine, but the pure flyers should generally be faster than ground units. Only the bats have 5 what is as fastest creature okay compared to possible real-life speeds. I still honestly don’t feel that Red Dragons are that powerful to justify even a walking speed of 3 though. I think upping more or less all flyer speeds by 1 should still look finely balanced, although units like Winged Maidens and mounted flyers don’t need to be faster than 4 compared to their weaker non-mounted variant. A Pegasus Rider with only Speed 3 will also look more plausible with Speed 4 then, while dragons are so large and strong that they should hardly be affected by a tiny rider. The Jump ability should also not be higher than the regular move-speed.
Compared to flyers, it’s rather frustrating to watch how fast the speeds of lizards are in water. I was once chasing a Lizard Newt with a Pegasi which was easily evaded by their unbelievable swim-speed of 6. I think the amphibious trait should only give +1 in water instead of +2. I also see no reason why the Lizard Newts should have Speed 4 compared to so many other foot-units generally having 3 as base speed. I think the Newts should get more health as well, so they aren’t that ridiculously squishy when getting one-hit killed by Siege Trolls.
Offering amphibious creatures missile and siege damage protection on water tiles is another idea as they could simply submerge to evade it.
Most flyers are rather weak compared to ground units, so I wouldn’t mind their ability to do some decisive finish-off kills thanks to their superior speeds. That’s what makes Spitting Spider summons valuable as anti-flyer unit. A faster speed is really needed for the recon-role.
By the way, I’d also like to see spiders being able to climb mountain tiles.
I could go on with some unit stat tweaks, but I’d prefer to do this as own modification without turning this into a nitpicking debate. I really hope this is sooner or later possible with some externalization of data files. See the Order of Battle game for a good unity-example. I had no luck with asset-editing so far.
Some other suggestions:
The game could really, really need some trading between battles. Sooner or later you bath in a certain resource like gold and items which someone would like to trade in for something else like other more useful items or a resource. Even selling for only a fraction of the purchase price for sake of item-overview is highly welcome.
While such traders or trading shouldn’t be necessarily available everywhere, there could still be story-wise opportunities, like for example after Homecoming, Clanmeet, Krell’s Landing, and Kanthas/Golden Coast, to exchange goods for the next stage of trips. Such restriction could help to better manage trading inventories what to offer when without constantly offering giving what the player wants. A special opportunity to trade within the scenario when (re)visiting Trading Outposts also comes into my mind. These are also not too frequent during the Invasion campaign; early-mid campaign at least.
The random seed of loot should be generated at each scenario start.
It’s sometimes quite frustrating if you reload a savedgame for whatever silly reason to repeat a whole turn and notice some never-seen-before purple stuff vanishing forever. This should also annihilate any greedy reloads due undesired loot and speed-up gameplay.
The exaggerated Mutated Blood Oak good-perk stacking should also become less of a balancing issue.
By adding trading possibilities mentioned above, even another Tree Token or Band of Crows or other obsolete becoming items could be turned into gold later, similar like kicking Volunteers for gold after they survive a scenario, what I rather find more useful than non-fighting gold-loot.
Such feature could possibly lower the difficult grade again, but maybe the enemy-scaling option can already compensate this.
Mutated Blood Oak perks: I’d replace these with something only temporarily as they are only tempting reloads. Stacking these perks, thanks to reloads, on single heroes is quite unbalancing and no good game design without iron-man/lady mode.
Unit icons: some units could need a different one to distinguish them better from other types.
Units with magic weapons could show an aura-effect around the weapon.
Shield Maidens: two spears & shield.
Iron Javelins: two javelins & shield
Stag Lancers: two javelins & horseshoe
Wind Riders: three javelins & horseshoe
Slingers: one or two arrows
Wolf Killers: two or three arrows like originally
Heavy Axemen: two-bladed axe & shield
Werebears: their claws to better distinguish from bears
Trolls: you could distinguish here according to horn-length.
Centaur Warriors: two-bladed axe & shield
Crows: double-wings or simply a crow-silhouette to avoid similarity to the Eagle Bear
Vampire Bats: fangs
Pegasi: horseshoe with attached wings or like the Interceptor icon with horseshoe
Eagle Bear: beak
Ancestors: the shield is irritating, the Younglings’ sword with glow should look better
Gatekeeper: a whirlwind icon
Sentinel: a whirlwind icon with a lightning inside
Gathering more unique icons for all units could possibly help creating a better overview 2d-map in the future, as the minimap is too diffuse to use.
Liquid Mana: I really wish you are guaranteed to get at least two points before doing the Isael or Machnar road. I tend to pick a Wolf Mother after Heartspire for the fun of learning summons and training her as early as possible. I haven’t played the Iseal maps yet as I was always worried too much about the severe morale decision there. Losing a hero felt too extreme as well. Upgrading many of my barbarian units with the plenty Armour looked more satisfying than gathering even more Weapons on forested maps that I didn’t need at this point that much anymore. I’m also afraid too much about the annoying Longbow units.
I know that Burial Mounds can get randomly LM too before this map choice; at least once on the Clanmeet map. Too bad I was simply too unlucky twice now to get more than a single point that didn’t allow me to upgrade at least one Troll Pups unit to a Hurler which are so helpful against the fortified locations of Machnar.
Even worse was my surprise by struggling with my two Troll Pups units that I planned as Troll Hurler until Sunken Islands that I received a Troll Hurler replacement unit for a hero. I should have upgraded one Troll Pups much earlier then as Charger at least.
I understand the campaign design to offer different resource type priority in each Clan scenarios, but at least two LM points, like scavenging these after Heartspire, before that could really benefit better army building choices at this campaign stage.
Dragon Isles map: the lower-left island could need an opportunity to crawl over shallow water to the main-isle like doable on the right island. I was actually looking for a teleportation circle there. Luckily, I picked my small Ulnar-group for this island including the Wolf Mother which could still spam flyers. I guess this island is rather suited for lizards and flyers what you don’t know for sure on the first visit yet.
I miss a camera keyboard/mouse-scroll speed slider. Such option is rather standard in games since ages.
The animation speed slider keeps resetting to 100% although the actual animation speed still applies as far as I have observed it with patch 4. I can’t remember if this was also with patch 3.
The move-speed animation of Shield Maidens looks slower compared to other units. Maybe the same applies to other units but it could be my eyes.
Hotkey-G to toggle hex-grid doesn’t work for me. Changing it to another key doesn’t work either. The UI option still works.
How about a hotkey to reset the camera rotation?
The idle flapping-sound of pegasi, dragons and possibly other flyers is annoying compared to the dead-silent rest of the units. I’ve already noticed this flapping-sound also during loading a savedgame in an extremely fast beat which is even more irritating.
The game has a reckless RAM overflow-issue, like known in other Unity-games. It harmlessly starts with 2-3 GB after loading whatever map on more or less highest settings and gathers sooner or later around 6 GB what hurts systems with 8 GB RAM. It also happens with all settings to lowest. I wish the game (or the engine?) could better manage the maximum RAM limits. Could it happen due frequent savedgame loading? I don’t know.
That’s about it as far as I remember and noted while playing this great game.