Most people post about the gameplay elements of the current beta, which is fine. I would like to post about the convenience/technical elements, since for me, it really defines a game with polish and one that doesn't. Here is a list I have made so far.
Elemental: Fallen Enchantress 0.913.002
Balance issues
-Raze city can be exploited a lot to defeat the AI. In one game, I captured most of the AI's cities and simply razed them when the AI army got a bit too close. Raze was a far better option given that production was so low due to high unrest (despite whatever resources the city delivered). I would suggest making the Raze option have a difficulty depending on the strength of the army vs the population size, so I can't simply raze cities with no army or weak units in them.
Requests
-Edge Scroll Speed in the Game Options can only be adjusted in increments of 100, none of the settings match my taste for the scrolling speed. If set to 0, the screen won't scroll at all! Can you reduce this interval (say to increments of 25) and set a minimum speed?
-Also on Edge Scroll Speed, the keyboard and mouse edge scroll speeds do not match. Can you make them identical?-While a useful debugging feature, being able to highlight enemy cities within the fog of war is rather game-breaking. Can you disable this in release?-In the unit/city/quest indicators on the left hand side of the screen, can you please indicate with a highlighted yellow border (or something else) when a unit has moves remaining, and remove the highlight when the unit has no moves left? Over-reliance on Tab doesn't make the cut for me.-In the unit/city/quest indicators on the left hand side of the screen, can you please indicate with something of your liking when a unit is guarding?-In the unit/city/quest indicators on the left hand side of the screen, could you please make it so that clicking on the quest indicator will centre the quest location (if any) on the main screen?-There are far too many changes to music that I cannot just enjoy the music to any extent, (e.g. when entering a character screen, pressing Esc to go to game options, entering city details screen, city level up, govern screen, technology researched popup). For city level up and technology researched popups, I think it would be fine to play these event music concurrently or resume the main music as soon as the event music concludes.-During tactical combat, hovering the mouse with software cursor over the spell/item list at the bottom of the screen keeps the current icon of the software cursor (e.g. the attack enemy cursor or the invalid target cursor). Would be better to switch back to the generic single sword cursor.-In unit design, it would be nice to allow drap-and-drop (or other) method of re-ordering the units. The 'hide' function is nice, thanks!-When pressing Tab with the unit to be selected still on the screen, it would be nice to still always centre the unit anyway.-Please make an accelerator key for shop-When an enemy destroys an output/improvement, it would be appreciated if that showed up on the status update indicator on the right (or at least indicated exactly where this occurred). It is rather annoying for this to happen, and then I have to search around trying to find out, based on the text given, where this occurred.-The game should remember whether the Tile Yields setting was set to on and off. I suggest adding it to the Options screen.
-The game only randomises the opponents once per match (or once per game startup if I don't start a match). Can't we get a randomisation every time I click next after the map and settings selection screen?
-Please add a button or accelerator to allow armies/units to continue moving along their pathfinding path. I would rather not hit the end turn button to do this since I might only want to move my army/unit one square and then think about where to spend their remaining movement points