
In no particular order :
#1 High Men Magicians
"M'Lord they do not look like they are dead ... the men are getting worried about this ..."



As you can understand from the 3rd picture, these magician dead bodies will not fall on the ground, they remain standing.
So watch out if you have them in your armies and feel confident because you see a full unit, watch their health bar closely instead.
I assume no beta-testers bothered to play High Men ...
#2 Earth to Mud
Quite nice casting animation ...

... but 1 second later, absolutely zero visual clue of the area affected for the next 2 turns, nice !

I'm guessing beta-testers couldn't be bothered playing Nature ...
#3 Flame Strike
Doesn't work.
Covered here : https://www.slitherine.com/forum/viewtopic.php?t=110882
Oh my, the beta-testers did not play Chaos either ...
#4 Forester
Doesn't work.


Alorra has Forester, but her army is unable to make use of it (can't go north through 2 tiles of forest) ...
Now, is it Forester that need fixing or is it Allora's forester ability. I do not know.
#5 Merging/Teleporting
Ai is unable to make it work ...these Unicorns & Great Wyrms are a laughing stock, and garantee a bloodless victory.
In the original you had to very very very carefully consider who to send against them as their 1st turn would be quite devastating.
Here, they just move forward 3 hexes, and that's it, that's their entire 1st turn. Zero dmg done.
Now the player can chop them down.

And by the way, why keep the 2 abilities names (since they are supposed to work the same), instead of using just one ?
#6 Getting domain X spell as loot from a battle at a node from domain Y
Doesn't make sense. Please fix.

#7 Disposition of units during battle
Infuriating to get the ranged units at the front and the melee units at the back.
Requires some very unwanted gymnastics


#8 Nodes density
Nodes seem to be attracted to spawn near other nodes of the same type.
Makes for an easy start ... or gives one of the ai an early start.
Can we get something more balanced ?

In this game, i controlled 2 continents fully, and their 3 nodes located quite apart form each other had 34 power in total.
Here one of the ai got 4 nodes for 60 power that are located 7 hexes apart at the most.
Hardly fair.


#9 Quork density
It looks like Quork might behave like nodes.
See below :

This is just 2 cities i captured that can farm 4 of the 5 Quork found in these particularly power rich area ...
#10 Cycling armies
I find it maddening to cycle through armies with spacebar, and getting to change plane constantly.
It's like : please move this stack on Arcanus, then please move this stack on Mirror, then back to Arcanus, etc ...
Can we please cycle armies per plane ?
#11 Research treaty
These do not expire !
They will show up on your Mana screen, but if you cycle through the ai wizards they will not show up in any "Treaties" box. Well, that's normal, because the treaty expired ... except not in your Mana screen ! You keep getting the benefits.

I know 3 Wizards :

Is the treaty active with Lo Pan ? Nope.

Is the treaty active with Ariel ? Nope.

Is the treaty active with Tlaloc ? Nope. Dang.

I'm pretty confident it's the same with Alliance, cause i had Lo Pan telling me he was cancelling our alliance like 10 turns after these screenshots, but you can see the wizard screen for Lo Pan does not display alliance in the treaty box.
Basically, if they propose anything, accepting means it will not expire.
Please fix.
#12 Ai Wizards who "lost" their perk
I can understand adding books to an ai wizard.
I can understand adding perk(s) to an ai wizard.
But I have trouble understanding removing their perk and replacing it with another one.
I do not believe this is adding flavour to the game, i believe this is weakening the stereotype of each rival wizard modified that way.

#13 Ai Wizards no longer have an "objective" trait
In the original, rival wizard had a personality trait, like they do here.
And they also had an objective trait (pragmatist/militarist/theurgist/perfectionist/expansionist).
These influenced what their cities would prioritize, how hard they would spam them, how large a collection of armies they would build, and so helped the player to somewhat predict what they would face.
Here, it looks like anything goes, and i find it quite hard to predict them, well unless they are "Peaceful".
#14 "Peaceful" Wizards
In the original, a peaceful rival would strive to form as many alliances as possible, ending up either neutral while everybody else was at war, or expecting their ally(allies) to defend them while trying to expand.
Not so here.
They are even barely able to expand.
They can be safely ignored so as to focus another rival (what i'm doing with the above Jafar).
This makes it too easy for the player.
#15 Death rampagers spawning from a Life location
We are under attack by undead coming from the Temple of Angels ?!?
This makes no sense. In the original, a Life location can only spawn Life creatures rampagers, and a Death Location can only spawn Death creatures rampagers.
Consistency please.

#16 Ships in siege battle
No.
Just no.
Please fix.

#17 Insanely OP magic items sold by merchants
I was wondering how the rival wizards were getting their insane items.
I think they might actually be buying them from merchants.
I made a run with the Charismatic + Famous + Warlord perks, with the Halflings, and life books for heals.
Behold what i got (it's still early game, i'm just getting my first slingers) :

Admire Shuri in all her glory once equipped :

Needless to say, to lose this game i need to f**k up on purpose now.
I'm guessing these items are randomly created.
Sometimes they are good, sometimes they are trash, sometimes they are Over-Powered-God-Tier like.
I don't think this can be too good for balance.
By the way did anybody get a named magic item ?
All i'm getting from loot are meh items that i scap for 175 mana, or 200 mana, once in a blue moon something is worth breaking for 400+ mana.
The named items are in the DB_ARTEFACT xml file, but i'm not sure they are active.
#18 Racial Unrest
Now this is understood by us veterans who played the original in the '90s.
We know what city to raze/keep depending on what race we play.
I'm not too sure new players get to fully grasp the concept with no details about it in the manual, and no apparent breakdown in the city screen while hovering above the unrest thingy (like what we get for gold).
I would have loved to see the racial unrest chart in the manual.
#19 Combat log
To end with a positive note, this is imo the best feature of this remake.
Provides a ton of info.
Just ... can we please get a settings option, maybe with a box to check, to have it on automatically every combat instead of having to click the button every single time ?
Please ?
Pretty please ?