I think the writing is great. And I disagree with the assertion that it doesn't fit the "theme" or "art direction". The Sorcerer King is an over-the-top bad guy, and his over-the-top evil minions are all portrayed with a slightly cartoon-y style in tactical combat. The snark totally fits. Plus, the levity adds a tinge of irony to the array of standard fantasy tropes found throughout, making them bearable and demonstrating a level of self-awareness. Games that take themselves too s
rohanian
Great change list! Didn't see any mention of a fix for the Summon Wisp effect, but this thread over here makes it sound like there is a fix: http://forums.sorcererking.com/468869/
+1 for increased sight and moves. If that makes it OP, maybe it can't open chests, only explore?
Same thing here with the Wisps. Last time I tried it, the newly summoned Wisp had a green +27 or something floating above it for a second. I didn't really know what was going on. But the adjacent units were not healed.
Fixes/Balance - Unable to use tactical abilities on square north of Swamp Giant champion. - Abilities disappear for a turn from some units in tactical. - Can't collapse the headings in Enchantment tab of Crafting panel - Summoned Wisp doesn't heal adjacent units - Incorrect movement turn estimates - Increase falcon unit's sight range - Be able to center tactical area effects on impassable terrain UI/UX - More categories/collapsible h