1) Buying items in the store automatically equips them.
2) Can "design" groups of items and then purchase/equip a group. Seriously, by end-game you're buying not only weapons and armor, but a shitload of accessories. Buying, then equipping each item separately is tedious enough for one champion, but for numerous it's simply torture.
I don't know if I agree with these completely. If I could have one change to the shop it would to replace the shopkeeper with a view of my own inventory. This would completely eliminate the whole process of going into the shop to buy, then going to equip your items, and finally going back to the shop to sell. The ideal would be to allow a user to buy, sell and equip all from within the shop interface. As for your second point here, this actually points out one of the things I personally don't really like about WoM. Having every single champion decked out in the exact same gear is a completely viable strategy, and I dare say that it might be the best strategy. I would be awesome if there was a reason to have some champions using one type of gear and another using some other type.
3) Minimum distance between cities needs to be modifiable in an XML file. Preferably the minimum distance to settle and the minimum distance between buildings should be separate values. The AI builds cities too close and I always see them run out of space for buildings.
Honestly, I am torn on this one. On one hand, I think that increasing mod capabilities is a very good thing, and the first part of the probably wouldn't be incredibly hard. On the other hand, this particular change is fairly limited and would probably require a fair bit of additional work considering the game does not seem to make a distinction between the improvements and city hubs when determining the city buffer. In general, there are so many other mod changes which would have incredibly impacts on modability I would like before this one, that I simply can not support it. I think if your issue is that the AI builds cities poorly, then this should be addressed instead.
Now a question, what omgwtfbbq spells were removed from the game? I bought it after 1.11 came out and I haven't been able to figure out why people complain about spells all the time. I admit there are a lot of spells I don't use often, if at all, but there are plenty that are good offensively and just indispensable from a utility standpoint. If it wasn't that any spells were removed, but rather they were never there to begin with, then I must ask what expectations exist. Spells are strong enough as is, if you ask me.
Spells were removed from the game during 1.09, but there has been a lot of comments since release about the lackluster magic system. From my perspective, the magic system is capable of producing spells and spell effect that are fun and useful. Yet, every spell is part of the same spell class defined by a single generic spell. Our generic spell is basically takes a defined target and a circular set of tiles and applies a set of effects. Using the generic, a great many different spells can be created - heal spells, summon spells, buff spells, damage spells, etc - but entire classes of spells are incapable of being created.
There are two good examples of spell class that are unable to be created to showcase these limitations. The first are spells which target one unit and jump to a nearby unit. This limitation removes the possibility of having spells such as a plague spell or a chain lightning spell. Our other example are spell which effect both the caster and the target. This limitation removes the possibility of having spells such a drain strength spell or any type of buff/debuff, though it should be noted that there is a life steal effect that can be used. These are simply two of several limitations that make the variety of spells in WoM feel small. If I could ask for changes to the magic system, they would be the following:
- Allow spells to have multiple targets selected by the player. This would allow for spells and abilities to be created such as a multi-arrow ability which allowed a single archer to rapidly fire shots at multiple targets.
- Allow spells to have a chance to penetrate a target. This would allow for spells and abilities to take advantage of enemy unit placement.
- Allow for spells to apply a random effect, selected from a predefined list. This would allow for spells and abilities such as a curse.
- Allow for spells to be apply certain effects to the cast and certain effect to the target.
- Allow for spells to have a chance to jump to a predefined number of targets
- Allow for spells to effect the dead. It would be super cool to have a spell that could revive fallen friends or summon the undead from fallen friends.