Hello everebody as Henryv advised I decided to make this compilation!

Disadvantages-
-You can sell last building and then we lose battle it doesn`t have sense!
Introduce the veto to sell the last building because I think we can casually push the "Sell" button and we have Retreat button after all)

- Anti-Air and Anti-ground Turret Does`nt have "Halt" button but you can order it to Halt Fire by keyboard

- When I`ve played about 1,5 hour and decided to back to main menu,reaction of the game was quite long and then crashed(It`s my only crash)

- Tutorial Mode doesn`t switch off correctly when I re-launch the game I need to switch off it manually

- When I move the camera there appear graphic artefacts on the sky.

- There is no difference between Fullscreen Mode and Fake Fullscreen Mode

- When Your units (in my case see ones -Juggernaut) have already destroyed any building they going on to attack this place.

-When you sending any unit for patrol it constantly repeating it`s
phrases as if I constantly ordered to it.

-Sometimes when you choose several units and some bulding
and ordered to move then units start moving and building makes rally point where you clicked

Bugs\Balancing issue
You can quickly change type of Fireball to Acid fireball and the scale is reseting .
I think is not suppose to be in balancing.

-When Zephyr Dragon is out of limits of Combat Zone and after 10 second countdown then dragon does`nt die instead It`s heath reduses only on 50%.

-In Trasport(see unit) you can normally load 15 troopers\grenaiders
but If we previously load the troopers into the armour(3 units to one ship and you can load 7 armours into) in the sum there 21 troopers and there is enough place for another on actully 22
So 15 units wihout armours impact and 22 with armours into ONE transport IS IT LOGICAL !?

-When you order Shaman to move Into NON-captured construction
there is warning "Can`t attack this`appear.

- Anti-air and Anti-Ground Turrets both can attack and Ground and Air units as well!! Thus there is no difference what to build..

-When Warlock is already invisible Shaman cannot cast Protecting Shield correctly the skill itself is using but there is NO effect,But If the Warlock visible you can cast the spell and then to become invisible and you can see this shield too--so it`s the definetly


Trivial matters-
-Fireballs go through some objects -There is no collisions on some objects))

-There is twitched animation of Mortar Turret Shot

- You cannot see decription of Dragon Skills thus these ones need to check manually

Suggestions

General suggestions

-When Any unit cannot use it`s skill or attack for some reason
in this case would better show a text notification like Starcraft

-I Like LordCrash`s idea "Add small icons on the side of the screen for each of your production buildings which brings the camera to the respective building when clicking on it. And the icon could blink red if the respective building is under fire. That way we would have to scroll way less and could react faster to production needs".

And I suggest the same but for units too

-About range I would like the possibility to know what
range has selected unit by pressing hotkey R(Range\Radius) for example

-Make the colour difference between Passive and Active skills
OR-
-Replace the already researched upgrades and Passive skills to Statistic window of unit.
-For instance Trooper has Imp Binoculars it`s increase range for 125% (I think there is no need to mix such skills with upgrades)-So in the it`s statistic window Range line would look this way :Range 100+125(IMP Binoculars)Something like that.

-Let`s see upgrades` describtion directly from Buildings

-Change politics about friendly fire-because some units can harm it`s own allies if you order to do

Suggestions about Difficult modes

I know that everything cannot be pleased that`s why I have Idea to suggest reasonable(to my mind) settings
You`ll understand what I`am talking about

So at
1) Easy mode

- Enemy units are taking minimum damage for dragon
- You should sacrifice 5 units to engage dragon in the battle
- Dragon skills refreshing very quickly
- (When you`ll be able to choose Bonus card for the battle) You can use 4 cards for one battle
-You have Huge reserve of recruits (5000)

2)Normal mode

- Enemy units are taking normal (default) damage for dragon
- You should sacrifice 10 units to engage dragon in the battle
- Dragon skills refreshing quckly
- You can choose 3 cards for a battle
- You have Very Big reserve of recruits (4500)

3)Hard mode

- Enemy units are taking quite lot damage for dragon
- You Should sacrifice 20 units to engage dragon in the battle
- Dragon skills refreshing normally (default)
- You can choose 2 cards in the for the battle
- You have normal reserve (4000)

4)Survival HORROR!!think in this case such thing should be played smile

http://youtu.be/AcbOXU8DVa0

Don`t get me seriously it`s joke of course because Kirill made up THE GREAT music!


- Enemy units are taking a LOT damage for dragon
- You should sacrifice 30 or 35(I don`t know) units
- Dragon skills refreshing is quite low
- You can choose ONLY 1 card for a battle
- Your have not so big reserve (3500)


I`m bad in balancing but it`s just my suggestion))
Actually I don`t know about how many cards We`ll be able to choose
I hope Larian is reading this also
Thank you))

Last edited by James 540; 26/06/13 05:34 AM.

Experience is a hard master but a good teacher-Proverb of RPG player (c)