"Blocked Ogre's from being able to access eDisharmony, PlayGoblin and PentHut websites" Hmm, this seems to favor Empire players over Kingdom players, since no one has said anything about blocking Ironeer units access to slashdot.org or Mancer units wasting their turns on FaceScroll. Whats with that? Or were they blocked earlier and the ogre's simply overlooked?
windscion2
Well, they don't seem to disappear as long as I station a unit where they can see them. Now that I know the actual yields persist and I can track them (painfully) with mouseovers, my heroes can do more useful stuff. Oh, 0.952
2) Some spells require, e.g., water 2 and air 2. This gets more complicated, plus you get problems where you get Air III w/o the pre-reqs, so you get 3-for-the-price-of-one. This way is easier to code, which means fewer bugs to sqquash, which is a Good Thing(TM).
I also had problems with the clear this area quest. Possibly the area might have extended over water to a place I could not directly reach., but what I could see I certainly cleared. Upgrading outposts with the tower upgrade that gives +1 ZoC did not expand my sight into the new tiles, nor could I build on resources in the new tiles. Which make it utterly useless. In unit design, I had the option to create iron golems. When I switched a unit from