Some thoughts going in to 1.1
All right, guys. We are pretty well solid, and pretty well stable. Once 1.1 goes official, we have a whole new world of addressing balance and game play issues opening up to us. I know a few things REALLY stood out to me on my last few play-throughs of the last few patches.
Early game has shaped up pretty well.
-Levels 1-3 of city building are decent.
-Champion leveling is fun and somewhat meaningful for the first 4-5 levels.
-expanding and consolidating your borders for the second and third city move along pretty well.
-Tech pacing isn't bad.
A few things have stood out as pretty glaringly off kilter, however.
Armor Tech - Holy cow is armor still ridiculous. Each level of armor pretty much lowers the previous rank of weaponry to 1-2 damage/hit and the weapons prior to that totally ineffective. There needs to be some mechanism where armor does not totally absorb damage unless you REALLY beat your opponent's roll. At this point, it is still apparently better to be hit and wearing heavy armor than not hit at all.
My suggestion here is that the armor roll should be at least triple that of the damage roll tot totally block, otherwise, 1 damage is dealt per hit.
Strategic Spells (Teleport) - Yeah, we have heard about this one before. Caster only, please. In-city magic portals to move other units between cities, but teleporting armies around the map is just silly, even if it is only within friendly territory.
Strategic Spells (A Call To Arms) - We all know that Teleport is pretty unbalanced, but I just discovered that "Call to Arms" is pretty well the best spell in the game once your military is strong.
Seriously; queuing up 4 units of 8 claymore wielding warriors wearing full heavy plate mail and summoning all of them in one turn is utter nonsense. It is even more hilariously overpowered when you realize that any one of those four units can quite literally win you the game. ~100 Hit points at level one (but why not make them all veterans? It's free!), ~280 damage per hit, and enough armor that even that beast of a man at the temple of souls can only do 10 or so damage to them.
Strategic Casting (in general) - I'd like to see the amount of mana we can spend per turn limited as a function of Intelligence and Level.
Magical Equipment Research - We really need to have the military tech prereqs on the weapon-related magic gear so you cant just fire up the magic tree to get legendary plate and swords of wrath and use your level 6 champions to win the game without researching much by way of military.