Fantasy General Finally got around to starting it thanks to the
time travel challenge for that year, and while that was supposed to cover June, it took me three months to finish. But that's normal, or even better than in many cases, probably the challenge helping a fair bit in not setting it aside for who knows how long, as I tend to do. (I considered it finished now that I also finished the add-on, had finished the original campaign last week, Friday. I know there are those scenarios there too, but leaving those.)
There will be a review, but if anyone can make anything out of the jumbled mess that my notes are, I'll dump them here until then:
Great music, though it seems to just die at times. Map scrolls instantly in this version, can't go to a spot, annoying. Turn limit sucks! And the UI does remind of that age, takes some getting used to in this day, particularly odd to see what should be settings mixed there with the rest. Especially the first battle on a continent feels like quite a difficulty spike, both because it's a new enemy leader with new abilities and units and because all your volunteers from the previous continent are gone, so if you don't replace them you'll likely be much weaker, and no longer capable of even following your previous strategy. All too easy to accidentally end a unit's turn, or cast on wrong one if you have both walking and flying in same hex. But nice to be able to undo moves, should be able to undo more though, like resting at least... Battle outcome estimate is also good to have, though it can be way off at times (and may not take support into account?). Good to have the show hidden units toggle; those who want fog of war can keep it off, but when there's a turn limit I can't search for enemies. May mention AI moves toggle too. Would have liked to readily see list of units to deploy and select on the fly, use the left side of UI for that. Does let you get carried away through the battle, for better or worse. Tactics really matter, so much difference once you learn. Need to choose which area to attack next based on name alone, description shown after you click and no way to change choice then, and not told which are either/or choices. There should be save details but nothing shows up. Not having access to load game between battles can be a bit annoying. Don't like that recruiting, especially also the automatic one at the end of battle, reduces experience. Interesting to need to balance between research and buying and upgrading units. Mostly you seem to need to try a battle first to get an idea of it, then have a proper go after the initial loss, or losses. AI is decent but not winning prizes and making a pretty poor use of magic, but it's hard as it is. The random rewards for optional locations can make quite a difference depending on what you get... And there's randomness in maps too, which can make a huge difference. And turn limit sure makes the randomness in battle outcome have a huge impact too, since there's no time to even out. If you start with a location granting a reward, you need to lose it and then regain it to get the reward. Why is magical item held by killed unit lost even if you win scenario and kill unit that killed it? And you also don't gain magical items from enemies you kill. If you switch to tactical view and then back, the screen is at the center of the map, not where it was before the switch. Would want to see the turn number and limit always. Burel's Wall is an interesting battle, attacking an entrenched enemy. Different unit classes have their uses, maybe less for light infantry, and even units within class may have their uses, definitely spellcasters are different, but some others too, may not always want each upgrade. Great to have squads that can recover, and injuries instead of just kills. Sucks when you lose not just regular volunteers but also generic heroes after a continent, and you can give items to those heroes and they don't leave them, so those are lost too. Terrain color scheme in part five looks bad. Part five seems oddly easy, but may be more about my strength than enemy's weakness, just in next to last battle it took a few tries to not lose important units (or any, once I got it right). Units with Raise Dead are awfully powerful, nice that you can have them. Can't see movement method (open/closed) even in the detailed unit information. If on the last move you capture a reward location that produces an enemy unit, you win anyway, even if the enemy now has one unit again, not sure if that's good or bad.