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Let's dive into it, shall we?
1) We have to check, if we can add some kind of "pathfinding" to the game, but no promises here. However, we are currently checking, how to tweak and smooth the hero movement set by the player. Especially when it comes to narrow corners and alike.
2) This has been brought up already, and might already be tackled by the ongoing fine-tuning, tweaking, and optimizations that will take place until the final version of the game.
3) We will stick to this, how it is. The advantage is to not steamroll with a huge army and for sure not being steamrolled by a huge army. However, as mentioned, we are aware that this has been brought up and discussing internally about ways to smoothen it. But no promises here, that there will be a whole change of this system with the final version of the game, or we actually found ways to get this properly tackled, without changing the whole system behind.
4) - Overall it should be mentioned that the combat runs similar to classic boardgames, where dice where rolled for each attack, defense, also including certain stats and perks, such as more armor, armor piercing and alike, units come up with. Those perks can always be looked up in the army inspection screens of both your armies and the opposing armies and are listed on the detail view of the units on the right side. Similar to cards ("spells"). The huge meteorite can deal high damage against unarmored/basic units, even be devastating, however, against huge bulky armored monsters, it can have zero effect.
- Regarding retreat: The morale system working in the background might get some more fine-tuning, especially in the way to be more transparent. We are currently working on ways to give more transparency, without cluttering the battle screen. But be aware with the final version of the game, more perks will be enabled, e.g. fear, that can also cause regular infantry to flee on sight. Thus a good point and be assured, we are having a look into this.
5) Skipping of cutscenes has been brought up many times and we heard you: those will be skippable in the final version of the game. :)
6) Could you share some more details on that? As I am not quite sure, what is meant here. Thank you in advance.
Feel free to wishlist and follow us, it does not cost a thing and makes it easier to get latest news and updates, thus keeping an eye on our game ;)
Keep it up and stay tuned.
-cheers
Ad 6) For example when leveling up with the "Knight" hero, one of the cards offered was the one for flying units. Even tho the hero was not a flying unit and I had no option to even hire a flying unit.
-cheers
As mentioned before, I've forwarded this topic already, earlier during the demo was released and the team is currently looking into this. But so far, there are no details I can share, and nothing is set in stone yet, how this might look like in the final version of the game.
Keep it up!
-cheers