52 hours played. Scenario complete. Bugs and other
Bugs:
1. When enemy casts something that converts my city, game becames unplayable - units don't move, can't end turn, and there's a wrong list of buildings after the city is recaptured.
2. Bestiary doesn't work well
3. Quest for magic monument location disappears together with the quest from the list randomly
4. Can upgrade crossbowmen to use shields
5. After pre-final battle hero appears on field with elementals with 1 hp and gets raped in first turn. After that elemental army is spawned on top of city hero was teleported to, and can't attack the army until I raze the city.
6. Very difficult to aim map squares both in world map and battle. Must be some broken math logic behind it.
7. Enemy factions complain on their teammates ("he's our common enemy")
All in all balance considerations:
1. Heroes levelling. A lot was said about it, I think. How come only a defender can be healer?
2. Armies health regen in cities is too low. Defender is a must, but defender is otherwise useless
3. Assasins and criticals are useless
4. Can't go through teammates towns or through allied caravans - roads broken
5. Fame. After fame 200 it makes little sense to aquire new champions - they are useless. And a healing defender can be trained (e.g. shieldman)
Resolution: A great game, far better than Elementals before! But if you don't allow modding of tech trees, skill trees and scenario logics, it will not be replayable. Because most fun parts are done poorly: heroes development, diplomacy.
Polish the scenario and make sure one can make Master of Magic using modding tools and scripting only, and it will be the best game ever.