[.701] Gameplay comments
Yay:
1. Groups on the cloth map look ... like pieces in xian chi! (Chinese chess, child's version, using half the board and pieces "hidden" upside-down -- a mix of Concentration and Stratego)
2. Tandis's Poison Dart is oddly useful while he's at low levels. Free fire-and-forget damage at one back-rank enemy. I underestimated it until I actually took it.
3. Warrior's Spirits (+50 XP) counts all XP bonuses. Equip your Ring(s) of Tutor, cast Tutelage, and join with that wizard hero, and you can turn that 50 XP into 88+ XP per potion.
4. Healing presents interesting tactical choices. Relying on Healing spells is a serious drain on mana. Potions cost flagons. Tent costs 2 turns. I lean toward Crimson Ring (while Tandis waits to get Harbinger). With all the kills he wades through in melee, it's the most efficient source of free +HP. It works for the unnamed trained units, too (although not quite as well, because they usually pick 1-v-1s). Anyways, with 4 crystals, my Healing gives +22 HP, so every 7 total kills with a Crimson Ring floating around my groups pays me back for 1 Healing spell I didn't have to cast.
Boo:
B1. Throwing Knives seem like a waste of craft goods. Mine lasted for 1 throw in 1 combat, each. I guess that's comparable to a Potion of Damage That Guy, but still ... knives should last a few years, until some monster staggers off and carries one with it.
B2. City enchantments should have a dispel mechanism -- in case they're buggy and I want to replace them with one that works ![]()