In the forums, I've noticed a number of people saying that units need more abilities and variety to make both unit creation and tactical battles more fun. This is one suggestion on how to implement this. Obviously, the usefulness of this depends on combat being balanced first, but that's a different topic. This is my idea for something in the future, after combat is worked out. Idea: Select a training regimen at uni
wercho
Fascinating report. I'm confused about the kiting though. How are you not suffering from counterattacks before you move? Deflect spell? All 1-hit kills? Or is your armor good enough to not take damage from them, in which case what is the benefit of kiting? Thanks for the info.
EDIT: This is for version 1.05.016 Bugs that I have found: 1 Ice Lord summon has mana (9 points!) but no abilities. 2 Children of original lords regenerate HP and Mana in tactical battles but not original channelers (about +2 HP & +1 Mana per round). This has been mentioned in other threads but I thought I'd list it here too. 3 Magic does not seem to be affec by mana shards? - Despite have 15 INT and controlling 3 air mana shards, I have nev