This game is really awesome, but it's kinda short. I think it could benefit greatly with the edition of more content (more levels, level length and/or design, checkpoints, spells, equipment, magics, skills, upgrades, inventory space and/or storage, etc.) I also thought the fire shield was kinda over powered compared to the ice shield. The ice shield seems to be a bunch of bolts that scatter about much more like an inefficient offensive weapon than a defensive tool as the name would imply, while the fire shield was more like an impenetrable death ball.
Idea #1: Ability to set unit stances that determine the units automatic reaction when not given a direct command. Such stances might include passive where the unit flees whenever engaged by a unit it has not been given orders to attack, stand ground where the unit can engage but will not leave its position on its own unless morale falls too low, guard where the unit chases and attacks nearby visible enemies but return to the original position when the enemy is dead or too far away, and aggressive where the unit pursues the nearest visible enemy.
Idea #2: A button/hot key to set a unit to patrol a perimeter around units not in aggressive stance.
Idea #3 (if fog is implemented): A button/hot key to tell a unit to wander, prioritizing unexplored areas then unoccupied areas.
When I tell a unit to go to a specific location, it should be attack move. If they are intercepted and end the engagement with the enemy fleeing, they shouldn't just chase after them and forget what they were doing unless I told them to attack them specifically. They should march on to the designated location after finishing the engagement so I don't have to babysit them as much.
Idea: the assault unit's armor slot should be replaced with a second weapon slot, since the armor slot is unused due to their need for agility and assault units are often depicted dual wielding.
On a side note, I don't quite understand why cavalry can't equip heroes. Heroes are often depicted in stories riding to battle, so why can't these heroes specifically?
I problem I seem to be consistently facing is that the game ignores my key commands sometimes, usually when it means the difference between life and death. Great game, but hugely frustrating.
@seanpaul you can retreat by pressing the little flag in the bottom right while the unit is engaged to start a manual flee. Once the unit enters off screen they retreat from battle. Right now the feature is very clunky and weird, but they're going to work on it.
I think that if the selected region for combat is bordering or within the opposing factions territory, the enemy should be of the opposing faction, otherwise they would be of the player's own faction. In coop the enemy would be a mixture of the players' choices.
I think that low morale should also lower movement speed, so that a courageous squad of regular infantry have a chance chasing fleeing enemies that would otherwise be untouchable. If ever fog of war is implemented, troops should see farther in front of them and their turn speed is lowered by lower movement speed. To fit into that, engaging an opponent from their behind or side without allies engaging the opponent in any other direction should still offer minor flanking bonuses, like a sneak attack.
Upgrading Barracks and the Hero Statue should also decrease healing time/cost. As of now, upgrading the market seems to merely be a requirement upgrade for bidding tech. The market should increase the number of bidding slots while the bidding tech increases the number of resources per bidding clot, or vice versa.
As mentioned, they would be ALOT more useful if smithing techs and smithing building upgrades also reduced the repair time for the associated items. It would also be cool if any tech or building upgrade that reduces the wait time on any process would also slightly reduce the cost. For example, if I have a 20% reduction on crafting time for weapons, that time reduction would also apply to weapon repairs, and the cost of weapon crafting and repairs would be reduced by something like a half my weapon crafting/repair time (10%).
Just simply awesome. Although, I seem to encounter a glitch where when I initiate combat by using spark storm on a group of enemies with 3 fire charges my character and all my allies freeze and an enemy spans underneath me and 1hit KO's me. It's really irritating because I died several times already because of it and now can't really use it when it would otherwise be a really useful skill >.< Otherwise 5/5 great game! ^.^
Troops should also be able to either assume the loose or tight formation. Tight would be like what we have now, 5 attacks per side per round, unable to pass through one another. Loose would get hit less by range, having more shots pass through without harm. Loose when fighting tight, would have less attacks per side per round, but a cap to the amount of troops that can be lost per round. Loose when fighting Loose, cannot be flanked by each other because they will enter into each others' formations, and even have a chance to go right past one another depending on movement and reaction. While fighting, there are significantly more attacks per round for both sides.
Archers should be able to be set to either high or low shot. High shot has improved strength and range but penalties to reaction and missile. Low shot has improved reaction and missile but penalties to strength and range. Both firing modes are subject to the mentioned semi-cover system, although low-shot will have a large portion of its shots hit the semi-cover, depending on missile.
I think that the barracks should be divided into an subsections such as infantry barracks, archery range, horse stables, and siege factory to make more room in the interface for possible future universal unit types like spear men and mounted archers.