2) Long load time seem to be part of the crash, as the other computer loaded allright (roughly 2-3 second of delay). However, it seems that pressing Alt key during the cinematic pauses it. No idea if this is intended.
3) Enchanters talent allows the building of Scrying Pools. I do not know if this is intended, but it does not reflect in the description.
4) Enchanters talent should be changed to be a bit more readable. Separate each bonus to paragraphs. Currently it's a block of text that can easily confuse new players.
5) The connection of race description and race's extras are lost. For example, Ironeers can train golems, but there is no way to know it from descriptions.
6) Custom factions do not "die" with the sovereign that is attached to them. This creates clatter, as you need to shift thro 30 custom factions, most of which you do not want to ever use again.
7) Sovereign starting weapons need to be balanced some more. The sword is currently the best, as it's 1h, low weight and has counterattack. The other options are either two-handed with a relatively bad special ability (the spear is weaker), or just bad (the hammer reduces initiative further, and bash has low chance to occur)
8) The ability to start with a level 2 sovereign is too weak, as it takes one pack of monsters (10 exp) to level. The smallest creature levels the sovereign to level 2.
Info about the game I play:
Custom Krax faction: Enchanters, Death worship, Master Scouts, Vulenrable to Magic.
Custom sovereign: Short sword, Cowardly, Brilliant, Hardy, Might, Discipline, Death Disciple, Armorer.
Game Type: Random, Large, Random type, Expert, Magic Resources and Quests are on high, while the rest are on nomral.
Playing against 7 opponents, Expert difficulty, the rest is normal with all victory conditions.
Capital is on 4/2/2, no map reloads.
9) Using buffs, such as the Krax fortify ability, can lead to problems with the level-up screen. In this case, It tells me certain stats such as accuracy and dodge will be lower should I pick this or that talent.
10) Not sure if intended, and might be connected to 9, but it tells me that adventurer's boon grants 13 (16 orange or 3 red without) defense.
11) Building an outpost with my Settler auto-ended my turn, even though my capital wasn't working.
12) While pointing over promotions, the cursor is covering the first letter. This happens when the cursor turns into a sword during a fight.
13) Point on the ground a unit is standing on can cause problems, as the game thinks the meaning is to move to the tile instead of attacking.
14) The Propaganda enchantment's bonus gold is not being provided. Looking at the city, it seems like it should provide both money from the city itself and from the enchantment, but it provides none. It seems as if the enchantment raises the gilder that can be received from taxes, but if that's the case, the wording is bad.
15) Casting Fortify inside an event combat map (I think Verda? Not really sure) caused a nearby impassable tile with a "wall" on it to disappear.
16) Using double attack with maul causes a small lag between the animation and the numbers pop-up.
17) Auto-combat, Looking at the log, using melee sovereign and an archer group, the sovereign let the enemy wolves start hitting the archers before starting to move to defend them.
18) Cities see less than units. Units in cities see less than outside the cities.
19) I encountered Procipinee on the battlefield. The AI built the champion as a melee champion, instead of a caster, which seems strange.
20) Procipinee is level 8, while I'm level 15. The AI picked her the "Strength" promotion twice (How did he even do that?).
21) While Procipinee seem to have the techs for good armor, she equipped herself and her champions with only parts of armor.
22) Buying mounts for the champions could easily make them more powerful.
22) Procipinee seemed to have roughly 3, maybe 4 cities by the time I had 8 (and another got destroyed by monsters)
23) Procipinee surrendered to me. She unequipped her helmet, which was a strange move. She also had better weapons, for most cases:
she was using Short Sword (10dmg, 3ini, 1counter) instead of anguine blade (8dmg, 4ini, 1 counter, 2 poison damage) or shadow dagger (7dmg, 4ini, 1 counter, 66% armor piercing).
24) Procipinee had a lot of "junk". Why didn't she sell it, and used the gold to buy equipment/rush more units?
25) The Tarth has declared war on me, using two massages- one that they do that because I am at war with the Altar, and the other because "I want war".
25) Auto combat is too dangerous ATM. It doesn't even use abilities such as double strike, making it a suicide unless you overpower the opponent greatly.
26) The computer attempts to back out from melee range with his ranged units. Could move than one tile, though...
27) I just met the Gilden. They come in peace. Too bad they did the same as the Tarth and declared war with two different massages.
28) I got into a draw with an enemy. We both died. My sovereign didn't recieve exp, but didn't have to flee/die. Is it working as intended?
29) I have reported this since beta 3- enemies with lower accuracy than my dodge still hit me. How is that possible?
30) Attacking an outpost the enemy has captures from me, my unit walked a few tiles in order to fight an enemy unit "guarding" it.
31) Diplomacy is really hectic. Magnar decided to wage war against me, after being "close" for some time. Yithril is hostile. The world is waging war against me, for no apparent reason.
32) The Tarth militia has 22x3 attack. Their weapon has 16, a promotion for +1, and maybe the Tarth blood +3 - gets to 66 instead of the expected 51 according to the info window.
Here ends my game. I went with a melee hero with death magic to fight the world, alone. In this version, compared to the older versions, melee heroes do not get so too far before they become obsolete (compared to an actual army). I would've got a lot further if I'd train armies as well, instead of going rambo with my hero the whole game.