- blood sigil spell bug: tactical battle hangs on this spell, first mass berserk is cast, then wither is being cast but it never ends .. You have to auto-resolve it.
Issues with moves:
- there is no button: all move. End of turn moves all the troop, but if a troop has some movement points left the game does not prevent end of turn from happening. Civ and Warlock of Arcane are example: game will not end turn till all your troops are moved, paused (space for a turn), or set on guard/sleep mode.
- units that end up in cities will not be activated next turn. Player has to remember and click and find this unit manually, automatically they are set to kind of "guard mode"
- Tab right now goes only through units that are outside of city, have free move points and are not on move to somewhere else. It should go through all the units that are not set to guard or sleep mode. It should also show units which are on the move, then by pressing space i should be able to ignore them this turn. In this way i am always informed where are my troops and how far they will move and easily i can make adjustments/correction and changes of plans. As stated above, it should also activate troops in the cities (again, which are not on guard mode/permanently ignored)
- auto-switch from an unit that finished move to the next one is so fast that often i move wrong troop. I think that unit i just moved one square will move one more, so i click, but instead i move some other troop from the end of map ...
- finally - first click should show the path of a troop to the destiny, then second approve. Right now troops at times move through a weird path (not on road, close to monsters etc.) which is very upsetting. Similarly, i have no clue how far my army will go on the road in this turn, which prevents planning. I would love to see the path unit chooses and then have a right to approve it or choose another path.
Honestly, those are just the standards of UI for 4x games ...