A few more very minor issues and thoughts from the latest 0.99 game (Magnar, challenging, normal settings. Ended up with a conquest victory in about 4 hours).
Bugs:
--An weak odd hut quest location that didn't pop up a quest when standing on it
--Captured outposts do not gain free roads with the economics tech. (at least in once case)
--The build screen for cities occasionally acts a bit a bit inconsistently and takes extra clicks to leave it (enters destroy building mode?)
--Also had the missing trees issue.
--Still getting foreign language when language support is on in windows (though I know its probably rare and not totally FE's fault . .)
--One crash, I let the game report it.
--When I get windows popups over the FE screen, FE now refreshes properly (no black screen after) but the unit tiles will sometimes turn flat green for awhile after.
Tweaks:
-- Not really a bug, but getting more slowdown in mid/late games. Might be tied to the large cities on the battle screens? Seeing it both in tactical and world map, more noticeable than last beta for me.
--Beguile (and to some extend webbing) on black widows seems very loud
--Magner Flesh bound tome UI could use the same preview as spell book ability preview.
--On hero level up, it would be nice to see upcoming trait possibilities that might make things like quick or the sword training more appealing.
Balance:
--Fireball. Its still massively good on a caster to the extent that I almost never cast anything else after the midgame.
--Blind seems a touch op with some of the current unit accuracy. Can lock out some units from ever hitting for 3 mana. Maybe for a turn channeling or a bit more mana cost?
--Candlecloak is pretty expensive for the results. Almost any direct damage spell is significantly better.
AI:
--ignys choosing to use fire breath on a summoned fire elemental vs an adjacent normal unit.
--AI seems a bit bad with AOE spells. IE - if an enemy is channeling fireball and you can't counter, its good to spread out your units. the AI bunches up units so they're easy to wipe. When the AI is given control of a side that has fireball channeling, it sends its own units forwards towards the enemy rather than staying put. This makes it harder to cast the fireball without hitting one of your own units.
--Pathfinding - had two cities with no road connecting for about 5 tiles apart, a stack pathed from one to the other went all the way around a mountain range (about 1/5 of map) to use the roads than just go straight. It didn't look like it woudl take less total turns, and regardless the straight line would have been better, if nothing else than preventing the stack from getting far out of position.
Anyways, just some thoughts from my latest game. Was fun stuff! So hoping the thoughts continue to help the polish.