Disciples: Sacred Lands Gold
Started it last July, finished the campaigns in a month, but then considered that "Divine Empire" series of scenarios as basically an expansion, so poked at them on and off, since it gets tedious to have to start over each time, being separate scenarios and nothing carrying over. So now considering it finished since I finally finished that series as well. Will write a full review, hopefully in no more than a few days, but until then leaving the messy notes I made over time about it:
Annoying undead sounds, banshee maybe worst. Animations feel way too long after a while, and there's also that move to capital at start of turn, plus summons dying. Notification for each item taken on map instead of list. No way to take all or all stack or split stack. Bug losing level up choice if leveling at end of scenario and reloading starting save in next (wonder if same happens on autosave load, don't think I checked). Noticed autosave bug when some AI advances (summons, exp/upgrade at least) made after my end of turn existed when reloading autosave from said end of turn. AI definitely knows my armies without spies. Weird to need to avoid winning too soon those campaign scenarios requiring transforming a certain percentage. Would want at least a grid, to see how far armies can go. Oddly high number of misses at times, and in general chances can still make things odd, like definitely statistically possible to have 4-5 misses in a row at 75% chance to hit, but doesn't feel right. Quite liked final Legions scenario, seemed to stand out, and some more planning seems to have been put in it. Odd choice to have area controlled on top but toggle for resources. Human archers are more accurate than elven ones? See MobyGames forum entry
for race comparison. Divine Empire scenarios seem rather silly in some ways, and what's with the all caps shop descriptions? Then basically same map for multiple DE scenarios, though last ones have different and actually interesting maps (very last is a joke though, AI can't quite get past that dragon, doesn't dare though it should have little trouble). AI not winning prizes, though of course game'd be awfully difficult if it was good, but seeing it consider wards and immunities as the same and waste attacks randomly attacking units with either is messed up, and it doesn't even keep track of which wards were used up, also spreading casting and summon attacks among different targets and summoning in wrong places, needing to go around to reach target or not reach at all. Usually crashes after about one hour, so need to quit and get back in. Remember the connection attempt and freeze if it can't. Initiative is listed +/- 5, damage listed to listed+5. Diplomacy rather tacked on, and having lord descriptions there means they'll rarely even be noticed. No saved guard stance. Would want a turn count in combat since attacker flees automatically on turn 11.