First and foremost, this is a HUGE step up with several significant advances. Well done!
A few things:
- New weapon skills are amazing, adding a lot of tactical depth. I want to use them more. Suggestion: lower the cooldowns.
- The faction skills are in the same boat, mostly. Soul Spark doesn't feel right to me. 15 mana for ~5 damage is pretty weak. Suggestion: this looks like it'd be a great spam skill: make it cost 3-5 mana, 0-2 turn cooldown, 1 damage/level, remove the "per unit in a group" multiplier
- The hero skill trees are an amazing addition, my only gripe is there are too many passive stat bonuses and too few active abilities. Taking 5 levels worth of Leathality or Evoker is kinda dull. Also most of the stuff in the "general" tree is kinda weak. Suggestion: more active skills, or more strategic decisions (+5 strength and -5 HP kind of trades).
- I made my Sov a mage and she was pretty gimped early game. I didn't have enough mana to cast a lot of spells and couldn't risk putting her on the front lines so she just kind of sat in the rear and watched. Suggestion: make some kind of magical ranged weapon available for Sov creation, like a wand or staff. A cheaper Soul Spark could fix this for Paradin.
Bugs:
- pathing is a little off. I sent a pioneer 2 squares away, across a river. If she crossed the river it would have taken 2 turns but she insisted on going around it, taking 4.
- Army stalling. I sent my army somewhere across the map, hit next turn a few times, realized the army hadn't moved at all. It might have been confused by crossing city borders?
- Berserk units still cast spells.
- I lose a ton of mana whenever I use auto-battle, this intended?
Edit: playing as Quendar ATM, and Flame Tongue is weak. Suggestion: level x3 dmg, maybe set things on fire, or give it a spread like Burning Hands