I bombed the level 4 factory at Gadgetzan with 2 Trebuchet and they did 4 damage. The factory was wiped out instead of listing 4 damage to be repaired.
I moved Ayaana on a Hippogryph so she could take her Mastiff with her. She has the Treasure Item 'Rapid-Foot-Standard' giving footmen +1 movement (not blitz). The Allied-Footman unit is with her and they moved 2 spaces (1 through friendly space, second into enemy space) to attack an orc joined by 2 cavalry. The next turn, the cavalry blitzed through 2 enemy spaces. during non-combat move, my Allied-Footman did not get 2 movement; started in same space as Ayaana with the RF Standard but couldn't move into space with cavalry. Couldn't even move 2 spaces through friendly territory. The Hippogryph is still carrying Ayaana and the Mastiff even though I didn't get a prompt to pick them up again. Ayaana and Mastiff are permanently attached to the Hippogryph now.
I tried posting this once, but it seems to have disappeared, so here it is again:
Above was an example of error message when only Air Balloon was left. I also got same messages for Orcs' Airship, Elfs' Hippogryph, and Humans' Airship
A couple other issues related to Air Units:
Also regarding submarines
4) Targeted attacks, such as Juggernaut, occur before submarine can first strike. I would suggest moving first strike ability before targeted attacks.
5) Marryk's frost delivery only stops units with 1 movement. If unit has 2 or more movement, they get full movement out of space, and can use full movement when moving through a frosted space.
6) Crown of Kings treasure is giving 10 elite per turn instead of 5 as stated in treasure pop up.
7) Ally unit can't pick up an unused range weapon left in an allies' space.
Elf's Ceremonial Fire unit dies at start of next round. Unit should remain and sustain wisps like Ogre Mound and other such territory capturable items.
9) Ettin should have 2HP.
10) can't deploy a factory in a space containing a shipyard.
11) no option to build a shipyard. Factories can't build ships.
12) may have mentioned this earlier, but too many targeted attacks don't allow selection of casualties and AI always picks most expensive unit it can kill with attack. Should allow user to select casualty.
Also, the Tauren hero's 6th level ability 'Owl Form' lists in the hero panel the owl is 6/6/5, but the owl only has 4 movement. In the purchase panel it is displayed correctly.
Another question is about casualty removal. You have a long list of targeted attacks (guns, missiles, magic, etc.) with each step listing to remove casualties, but it seems the casualties get to perform their targeted attacks even after they are supposedly removed. All targeted attack casualties are removed before standard fire, so they don't get an attack if taken out by targeted attack. It works fine, but the sequence of battle sounds like they should be removed when they are not actually being removed until just before 'Land Paratroopers'.
One final suggestion I would make is increasing movement for all units by +1. The map is large enough that it takes very long to travel. Just my thoughts. Thanks for a great game!
Okay, I didn't realize at first each of the heroes have a different number of targeted range attacks, so #2 above makes sense now. That little gnome Marryk can be deadly if he gets some target power boosts!
Regarding #1, the error message is as follows:
I've played a few games and here are a few problems to address:
I'll add more as I come across them. I love what you've created and it is truly a unique TripleA experience. The unit graphics were a bit confusing at first, but quickly learned to identify them and love each of the unique units; much like Elemental Forces. The magic items mechanic is brilliant and really makes it a fun play every time. At first I thought each unit was too expensive as it was hard to amass a large force, but now it feels just right. The Heroes are the real main force and the regular troops just supplement; but a decent force of 5-8 troops can be a problem for a hero. overall, good balance. It seems in late game, especially with all the sea territories captured, the PUs earned each turn are quickly outstripped by other resources, so I'm always running out of PU before other resources. But I'm still thinking about that. I think it's pretty good balance overall. Love the game!