Air Elemental is too powerful. It is fast, high initiative and elemental (lighting, considering most roaming mobs don't have high magic resist and some are immune to physical attack; same to ice elemental, but its initiative is too low, use its attack as a free slow spell) melee attack and can be reached very early in the summoner-tree. It is very useful if you want to rush enemy's town in the early game too, because of its elemental attack.
Spharen
The buildings and blockades on the battle filed of siege are just for players. Not only ranged units can hide in the corner of the battle filed which blocked by buildings, sometimes enemy units can just walk through the blockade in the center of the map to hit players units. Also, AI's tactics in those combat are also flawed. There is always a considered 'weak' unit that AI want to kill first, but if you manage to surround this particular unit using the layou
In current version (1.3), monsters are actually AI's natural defenders. Almost every time my troops move into AI's territory, groups of roaming ogres, drakes, bears, spiders 2 tiles away will aggro on me, abandoning their lairs to kill me. What worse is that, if I don't clear those monsters before I heading to the next AI's town, they will most likely to attack the town I just captured, consider the monster density in AI's territory spawned from lairs for h
It happens to me too. Game version is 1.3 Fallen Enchantress Legendary Heroes. I found out that this bug tends to happen when player was using a maxed army (9 units including heroes) and the combat was took place in a small/restrained tactic battlefield (especially in attacking cities and combat in dungeon). I feel the reason of this problem is that there are no enough default places to place your hero and other 8 units. I also found out that it almost never happens in