Is it wrong, that now I want bears as mounts... :\ On fixing Maul, I like the above suggestion of it simply applying initiative damage to the defending unit on top of maybe a second attack. I kinda like the idea of Maul being an active ability, rather than a passive trait, that allows a unit to use it's counterattacks for additional strikes. Possibly with the perk that enemies that are immune to counterattack, like spearmen, are immune to maul as well.  
StarkeRealm
I'm still of the opinion that Swarm should be a trait rather than a blanket rule. As it is, there's a lot of completely insane situations where it applies, and shouldn't really.
[quote who="joasoze" reply="4" id="3334637"] @StarkeRealm - You misunderstand 6. You can upgrade weapon, but you CANNOT upgrade a group from 3 to 5 members when the tech comes. [/quote]No, I didn't. You CAN upgrade a group from 3 to 5 members when the tech comes. There's potentially three different upgrade buttons. "Upgrade Armor", "Upgrade Weapons", and "Upgrade Group". Upgrade Armor, improves the armor, and is a returning feature. Upgrade Weapons "upgrades" the weapons, a
Honestly, I think this might be more of an issue with how swarm calculates... and Wolves having stupidly high initiative. Here's a couple thoughts... Swarm should be a separate trait that units have. Possibly with an increase in units per square, and a massive penalty in attack and health. For things like spiders that are actually supposed to swarm. Swarm should not apply when attacking enemies adjacent to an ally. That is to say swarm
[quote]1. Allow an option to flag cities that finish their production and have nothing left in the queue - including cities that finish production of a resource.[/quote] It's the little Zzz next to the city icon in the upper right hand corner, or a small medallion, with either research, gold, growth, or whatever else they're currently working on. Though it is easy to miss if you're not looking. Also the turn button will have a yellow border around it, if you've got cit
Another possibility for Betrayers, instead of offering two heroes, offer four, two Kingdom and two Empire heroes. And, or let the player pick two, one of each faction.
Did you hit the turn limit on your game when you got the defeated message? Also, yeah, the Ascian may be balanced with two moves, but it's speed "feels" incorrect.
[quote who="joeherbert48" reply="13" id="3334548"] quoting postI paid full price for Fallen Enchantress in January only to get slapped in the face by this "Legendary Heroes" expansion pack that is completely Standalone (but includes all of the original content?? WTF) and basically the same bells and whistles with some new wrapping paper. Not to mention countless bug fixes and optimization improvements that should have been in the original release.
[quote who="G_Kar" reply="2" id="3331983"] quoting post XP isn't divided if you have multiple champions in an army anymore. I think it's a bad idea.[/quote] Given that it opens the door to a more RPG style of play, where you build a party of Adventurers? I'm freakin' thrilled.