I haven't read the other posts, so if repeats of issues already reported are bothersome, ignore this post.
- Haitan's Summons quest: "...worked to well..." should have another 'o'.
- When a saved game is restored the movement bonus from a compass is lost (similar to problems with E:WoM). Suspect this may be coupled to it being equipable and/or army wide, i.e. items are "equiped" when a game is loaded, which causes its bonus to be a "potential" one active from the following round onwards only. Should be possible to fix by storing the actual moves left in the save w/o checking on restore that it is "legal" (or by shifting the check to after the "equipment"). E:WoM also had a similar problem with units in cities in that they lost their bonuses on entry. Haven't checked that with FE.
- I'd like to see the Trade/Shop form merged with the Equip form through a third button in the top (beside the Trade & Shop buttons). When I get a new item I want to first look at it and then decide who should get it in my army.
- Prisoner quest: I haven't received any pioneers (or anything else) when the game claims to have added them to my army. All army slots were filled. The pioneer ough to show up as a separate army in the same location in that case.
- Sometimes selecting a treaty on my side of the form doesn't do anything, while the treaty is brought up on the table when selected from the other party's side. Problem inherited from E:WoM.
- Exploration quests (scrap yard, etc): Give a clear indication of what the quest is about. Scrap Yard was triggered by an auto moving caravan on turn transition, so I had absolutely no idea what it was about.
- Umberdroth quest: I have no idea how to finish this quest. Returning to the inn with food (after talking to the fleeing man) does nothing. At some time before getting the food my army passed into an abandoned town which subsequently disappeared from the map, but I have a quest icon again.
- Quest icons: When pressed they ought to show where the next step of the quest is located, i.e. basically repeating the information given when the preceeding step of the quest was performed (except for the umberdroth one...).
- Quest icons: Seems to come and go. E.g. scrap yard disappeared fairly quickly after having been received.
- A way to see which terrain can be settled without having a settler (to determine whether/where to produce one). Also, the hovering over a pioneer's settler button ought to show the bonuses of tiles previously visited as well as those currently seen. If there are mechanisms that change these values which currently are unknown by the player the latest known values ought to be displayed.
- When I attacked Csilla the hero it blocked the game by casting Mass Curse and nothing more happened. It was, however, possible to get out of the situation by pressing Auto Resolve (but Auto Play didn't do anything but change state).
- After a battle focus changes to the next army even though the attacking army has moves left. Inherited from E:WoM.
- When creating a Settlement from a Pioneer the focus frequently shifts to the next unit, rather than to the newly created settlement (as you generally want to produce something in the settlement).
- When entering a settlement I would prefer to have the settlement selected rather than the next army, since I frequently want to continue to move the army out of the settlement on the other side.
- Wild improvements should not be added to the settlement build queue when adjacent to a settlement but produced in parallel when separated from the settlement. This leads to a punishment of sensible settlement management and instead rewards odd constructs where you hold off incorporating the improvement in the city until it's finished. Inherited from E:WoM.
- Salted Pork claimed to heal 8 HP, but gave only 4.
- There is a need to unhide troop designs. I accidentally hid the pioneer, and since there is no pioneer's pack anymore that led to the total loss of the pioneer ability, in practice forcing a return to the latest save.
- I've seen odd messages about 1 unit deserted to <settlement>, but have no idea what this means, as no units show up i said settlement.
- The army list along the left side of the screen ought to indicate both which the currently selected item is (especially for generic armies such as pioneers), and whether they have any moves left (I think moves were indicated in E:WoM).
- Rather than showing borders to all opponents which are not at war with me as yellow, I'd like to see a distinction between those with a non aggression treaty and those with a treaty. Especially early on it's hard to know who is located where, since all you see is a part of the border, but nothing to indicate who the owner is, and it might be the other party who contacted me rather than the other way around.
- At least once I've seen that the unit list was filled with established caravans when restoring a game.
- The Maul attack weapon ability is brutally overpowered, especially given that the True Strike etc. hero abilities have been toned downed. In the scrap yard a hero has repeatedly killed the largest kind of scrap golem in a single attack through some 12 or so hits (although this was necessary for me to be able to clear out the scrap yard; otherwise I'd have needed to send in several full armies to whittle down the stacks).
- I've encountered occasional locations (lairs, etc.) that don't yield anything and don't say anything, but that disappear after my visit. If it's intentional that you might find nothing, I'd suggest a message saying you've looked through the X and found nothing of value.
- I've encountered a dud inn, i.e. an inn I haven't visited before that doesn't react to my entry (the same as when returning to an inn while its quest is still active). The quest might have been given to an opponent, but if that is intentional there ought to be a message saying there doesn't seem to be any quest of interest in the inn. (E:WoM has a similar problem in that huts etc. becomes permanently disabled [but visible] if visited while a quest of the same kind is currently active)
- Hitting the edge of the screen does not scroll the map, so view relocation will have to be done either by clicking in the mini map (quite inaccurate due to its scale), or by zooming in and out while changing the center position.
- A number of times events have caused the research to be empty (not quite sure how it happens, but think it can be connected to save game restores and/or city growth, enemy attacks during the end of turn, or finished city production). Anyway, I'd recommend a clear "you're not researching anything" indication either similar to the one received in turn 2, if nothing selected in turn one, on each new turn w/o research, or an icon similar to the quest icon.
- It seems basic magic path abilities are not offered on hero level up. If that is correct and intentional the Mage Path should not be made available to heroes who don't have any path available. It would also be a very serious restriction on a main character that isn't created with all schools, and in that case additional levels in a path should not cost more than a basic level on character creation.
- It would be good if the character creation spelled out that starting with various hero abilities corresponds to starting with the corresponding reseach results being known (naming the research).
- At one time my army entered a library and I received a message that important knowledge had been found, but my hero had received no scroll or other new item. At a later time I found that researching Mounted Warfare had reduced in price to two turns (from 10 or so). If the price reduction was due to the library find the text ought to have said the knowledge was related to the topic of mounted warfare.
- A number of crashes have been seen, but nothing that is reliably repeatable.