Balance:
-Ignys give somewhere around 80 exp each and are weak. killed 4 on 6th season and rocketed from lv1 to 5.
-Fire/ice elementals are too weak. They are too hard/expensive too summon and give too much exp/loot. They are considered strong but shadow wargs are as tough.
-Shadow Wargs are ridiculous. Like summoning a young ogre with 6 movement. Probably just change it too a weaker warg. (love summoners by the way gj)
-Lv 7/9 enemy faction magi champions are easy too kill and take spellstaffs from. Every early mid game my Sov + 2 spearmen kill them. They only have lv1 and rarely lv2 spells
-Monsters not aggressive enough. Unless a lair is touching one of my cities they never get attacked. Monsters should rarely even attack from +4 tiles away. Borders Should feel threatened throughout the game.
-Impulsive is OP for mage. Please don't allow mages too double/triple cast spells first turn. Make Impulsive an Assassin trait. They need good talents. Mage do not. You could move wisdom to general traits like strength.
-Fireball awkward and ridiculous at 3 turn chargeup. Just nerf overpower Aoe spells and Evoker
-Almost all champions have less talents than levels. Seems to correspond with old champion levels, lv 3 has 2, lv5 has 3 ect. Makes hired champions weak and horrible mages. Purchasable apprentice robes and a basic stave could also help mage champions, AI always equips it champions on wargs and armours them up.
-No way to defend against pillar of fire and tremor. AI is a joke when I can reduce armies to half health before combat.
-Mage Staffs underpowered. The Initiative bonus for Daggers make better weapons for casters than staffs. Most staffs aren't even ranged. Magic staffs need to be made ranged and to give a good boost to casting spells/Int/Spellmastery, otherwise fast casting with a dagger will always be better. Only staffs ive gotten just do cold/fire/vs elemental melee dmg. Spellstaff does +mana 25% Tac Spell Dmg
-War colleges is unlocked by higher education, a late game tech. In the games ive played their is a huge pause in military tech as I research the civilization tree till higher education.
-AI spammed dross archers till the very end game. They commonly had a stack of dross/spearmen armies like 4-6 deep and they were all the same, making it impossible to tell how many armies there actually where till they attacked me. This is really annoying, plz make it so they cant stack armies or at least show how many armies are stacked.
-Yew Longbowman are much better than even toughest magi. Magi need reworked.
Bugs:
-Ogres/drakes forced by outpost influence off their lair
-Played a game without quests. No quest locations spawned Found 1 dragon statue
- Upgraded Najaborn to leather armour, two turns later I had option to upgrade both weapons and armour. Units in cities have false ability to upgrade. Doing so changes weapon (not upgrade) and causes portrait to go black
-One of the kingdom boar mounted champions has a heal ability that doesn't work. She moves 1 tile and casts the spell, the art appears on the tile she was standing on and she doesn't heal.
-Screen moves to next unit group when battle starts. Annoying
-All Magic arfifacts are considered worse than their non magical versions. As a result units will not upgrade into them and I need to make custom units to equip them.
-An explore the ruins quest that spawns scrap golems and a temple to explore is confusing. Once the temple is cleared, it just says "Now explore the ruins" and the quest end. Apparantly giving you legendary armour without telling you about it. Also at least 1 scrap golem spawned in the water.
Ty for reading