All right, we are finally getting to the place where it is more worth our time to focus on Usability over Mechanics (mostly). Very nice work with 0.95, Stardock. Very nice.
I absolutely adore what you did with the overland spellbook. It is cleaner, faster, and looks WAY better than it did in Beta 3. Very nice work with that.
However, with all of the visible UI cleanups (and there are many), there is one thing that is starting to become more apparently "meh" than it used to be, and that is the Ability bar in Tactical Combat.
- It shows absolutely everything at once
- It does so in a single, long row
- It is not organized by any apparent method at all
So, when I go to use a spell with a talented caster, I have to spend 20-30 seconds looking between spells and mousing over similar icons to see what I want to do. It is slow and it clutters the UI.
Our spells and abilities really should be nested by type and organized by element.
- Attack Abilities (represented by a sword)
- This contains all non-magical tactical abilities.
- Damage Spells (represented by a fireball icon)
- Contains all spells which largely inflict HP damage, sometimes with special effect.
- Debuff Spells (represented by some symbol I'm having a hard time coming up with right now)
- Spells that largely negatively impact the enemy.
- Healing spells (represented as a cross or some such)
- Spells that increase the HP of the target.
- Buff Spells (a shield symbol, or some such)
- Spells that improve the function of your own units.
Five symbols, that only show up if the unit has such abilities. When clicked open a menu, organized by element, then by mana cost which you then click on.
Much cleaner UI, and far better organization.