Arcane arrow and spell blast still OP in 1.09r despite nerf
Overall, 1.09r is looking much better. Have had a couple crashes but just finished up a couple hours of playing with no issues. Resources, especially Gildar is starting to constrain production. I like the nerfs to gildar bonuses, they're working nicely and really making me think where I want to spend. Materials and pop are still not constraining production in any significant way except very early in the game.
However, a couple of spells, namely arcane arrow and spell blast are still overpowered.
Even with the slight nerf in 1.09r I was able to blast through an entire army defending an enemy capital in one turn near the beginning of the game. I had four spell casters, my sov plus three others capable of arcane arrow but not spell blast. Also had four meat sheilds but never needed them. I opened the battle. By the end of my turn enemy sov and half the opposing army was dead the rest would be mopped up next turn by my meat shields to save mana. It was never even a contest.
My worry is that this problem doesn't go away even if we teach the AI to use magic. The problem is that tactical combat is simply all about who moves first when arcane arrow and spell blast are so overpowered. The only real way to solve this is some sort of limit on casting per turn. Without that the only way to nerf them significantly enough is to make them worthless.
Suggestions- Most of these have been discussed in more detail elsewhere so i wont elaborate, but most suggestions fall into three areas
1) Easiest method within the current system, just make spells cost more action points, say 4 instead of 2.
2) Make some sort of limit on spells cast per turn based on INT. Say INT x 3 mana per strategic turn and INT mana per tactical turn worth of spells for each caster.
3) Implement some sort of spell cool down system. For instance each caster can only use arcane arrow ever 3rd round in tactical combat (However this still doesn't solve the 1st round problem).