Split army thing is great. Probably need to be able to choose which regiments split off, at some point in the future, though. Getting a particular regiment out of a larger stack can end up with five or six armies in the hex, heh.
One of those idle just to check thoughts... is getting at dungeon bosses not implemented, yet? Fully exploring dungeons gives you that "we've opened the path to the boss room" message, but then you can't really seem to do anything with them.
Not sure how/if intentional, but assigning your followers to lead a settlement doesn't appear to give XP. Can't help but think it might be amusingly appropriate in particularly figure-heady/incompetent leaders, but it seems odd otherwise.
Huh. If you tell a town to start construction when the build list is empty (i.e. you've already built everything the town can build), you can press the start construction button and it'll let you build the last thing built again
and again, and again, and...I... have encountered what appears to be a ghost army. Named <town> (not literally, but the town's name doesn't really matter) Defenders, it has 0 units, 0/0 movement points, and is owned by me despite me having never built them or the town itself not producing it while under my control. Apparently, the 0/0 movement means infinite movement, too, and despite being some kind of non-army populated by nothing, it still seems to reveal hexes just fine. What I
think might have happened is the town had an affiliated army of one sort or another traipsing about when I rolled over 'em, so the army changed owners but the regiments... didn't. Or something along those lines. Definitely a titch odd anyway. (see phantom army, below)
Definite thought for potential addition to the market buy/sell tooltip: Price when you last bought or sold, possibly with a turns since and/or a few instances back. Very minor, far from necessary, but it would make market manipulation not much need notepad open in the background, ehehe.
Ah ha, it
does take 400 mana in the bank for the 3rd level upgrade button to show up. Now I have to figure out how to do that with something that isn't channeling trait+crystal vault.
Idle thought: Some kind of current strength summary for armies? Like, 14 units, total strength X/max Y (condition %). Along those lines.
Well this is odd. I'm looking at a town's construction list, and I just noticed their temple options appear to be from the pantheon of my
last game, not this one. They're certainly not the gods in the encyclopedia for this world. Now I'm kinda' curious if by building one of these things, I'm going to be opening the doors to a divine extraplanar invasion...
Ookkaaay, yeah, besieging/assaulting enemy wizard towers is causing something to flip out. Definite replication of what was mentioned earlier; conquering an enemy is doing weird stuff. Army that did it isn't recovering movement points, the turn counter isn't incrementing, I
am getting new events after I hit the end turn button (but it takes clicking on something to get the event messages to update), and the cursor is in perpetual X mode, probably some other stuff I missed. Don't think this is just an ancient evil deciding to come by for tea and cookies, heh.
Ah, and before I forget, probably worth noting/re-noting things seem somewhat wonky with upkeep costs. Biggest offender I've noticed is skeleton archers, which claim a 2 mana upkeep on the recruitment screen but in practice have a 0
gold upkeep even if you're not undead or whatev'. Which is kinda' nice from a playing perspective since I can flitter around with 8+ regiment armies (plural, several) of skeleton archers, but probably not intended