I've come back to this game after about a year off (I took a break, frankly, because the game was imbalanced and exploitable as hell- looking at you, Drogon the Dwarf Lord with +18 health regen per tactical turn), but I'm surprised to still find it impressively glitchy.
- The models for the summons that the Tinker gets- the pike, sword, and bow- are invisible; they don't even show up.
- The Summon Nature's Ally only seems to work half of the time, and it's only ever given me a wolf or stalker; I suspect that when it tries to give me a bear or the other creature it just glitches and summons nothing?
- Summon Nature's Ally also has no icon for the spell
- Drogon's Shale Strike doesn't seem to do anything. It does minor damage and knockback, but it doesn't actually block movement- enemies just move right through or onto it. (The graphic for the wall comes up, but enemies act like it isn't there).
- I think I've had a few save file inconsistencies- saved a game, loaded it back, and units were in different positions
- Tinker's Loot Mining skill doesn't appear to work? I've only built a single (metal) mine so far this campaign, but it didn't spawn anything at all... this is odd, because the skill worked last time I played
BUGS OR BALANCE?
- The first time I encountered a Bandit Raider was maybe ten turns in; he was level 4, but when he cast Summon Wolf he summoned a level 20 wolf... it had more HP than the entire enemy army combined, and the only reason it didn't wipe my army was that I killed the summoner before the wolf could act, so it dissolved (Reference- I'm playing on Insane). Having it howl for +20 attack for every single bandit seems a bit out of line...
- Bandit Raider just cast Summon Wolf and nothing happened....
- I have a base of 5 metal and 5 crystal? I have no idea where from, since I don't control any of either resource. Is this intended? If this is intentional for balance, could you inform the player of it somewhere?
- Drogon's Whiteout ability is mostly useless- it appears to give (roughly) -25% accuracy to all units. Is this intended? Almost all other examples in the game give flat +accuracy or -accuracy; why is this percentage based? It's never useful to cast now, because the effect is so small, on top of being resistable (So for an enemy with 50 accuracy, it gives something like -12.5..... not much of a "blind")
- Drogon can command himself... (I think other heroes can too). This isn't too exploitative (it only means he can double move- move, command self, then move and attack) but feels nonsensical.
- I have a unit of Sentinels that has 1 counterattack and Sword Mastery. If I give them a basic short sword, shouldn't they have 2 counterattacks? (I also think that sometimes units aren't counterattacking when they should?)
- Why does the Clouded Ruby have a stronger flame shield effect than the Radiant Ruby? (2 reflected compared to 1) Shouldn't the rarer gem have a stronger effect? (same thing for topaz- clouded has a stronger enchantment effect than radiant)
- Suggestion- have a cooldown effect on equipping/unequipping items? Or alternatively make it so you have to have movement points left to equip/unequip items? If I have two Scout's Rings and two scouts, I can have each scout move with two rings and thus +2 vision; I just move one scout who has two rings, unequip both, equip them onto the other scout, then move him. More exploitatively, do something similar with 4 rings of the Tutor; now, each of your champions has +100% experience in all fights..... I haven't even gone into using enchantments yet. Just like a 1 turn cooldown on unequipping an item would be enough to fix this; as is, you can essentially get multiple copies of many of your items, which skews balance badly.
- Small Suggestion- make the inventory visible from the crafting menu? As is you have to go into a unit's equipment screen to see your full inventory, which is awfully annoying.
- Small Suggestion- make clicking the "idle units" button cycle between idle units, instead of just jumping back to the same unit. Easy to implement (just call to the list of idle units), very convenient to see which units you have that are idle. VERY common feature in this kind of game.
- Hit chance bug? I've never yet seen the Stalker miss its first attack, but it should have 67 accuracy...
- Dwarf Lord Rampage- whenever it refreshes his action, it also ticks down all of his cooldowns... I think this is probably broken overpowered honestly? Just basic autoattacks is what he *should* be reduced to.
- I also think that it stacks up his initiative? Like after he kills four things he goes three rounds without taking a turn...(numbers are hyperbole, dunno exact counts)