1. Typo? Warriors often can't shoot, why would they need capacity?
2. True, forgot about that one. But the average leader abilities are still better than the average mage abilities (Sage, Ritual Master and AEther Master are all pretty bad for a champion, it's too late in the game for them).
3. New buttons are way too difficult to add for something minor like this.
An idea how to fix :
Quote:...there is no building destruction if a city is conquered without combat. This opens up the possibility of abuse : make the AI summon something, kill all units except the summon, retreat, send whatever leftover unit you have around into the empty city : voila, no buildings lost.
We could make it so that combat loads even if there are zero defenders. The battle will end on the first turn before any moves because one side has no more surviving units, the same way as attacking Floating Islands. As a secondary positive effect, this means the "conquer empty city" procedure will no longer be used which eliminates the bad redundancy (two different procedures handling the end of combat and combat results, so any gold, fame etc gain or loss is in the code at two different places, making it harder to change as well as opening up the possibility that they end up different and we don't notice.)
Currently watching this (up to part 7 already) :
https://www.youtube.com/watch?v=ZGuDuVpyl6c
No way around it, time to face reality, treasure as a concept is kinda broken. The human player will ALWAYS find a way to get it much earlier than intended, and hog all 5 player's worth of it for himself which is generally enough to win the game on its own. It doesn't really matter if it's spamming fire bolts, confusions, phantom warriors, using ranged units, or what.
While I don't like it, we might want to seriously consider making lair monsters respawn if partially killed. It's too much advantage for the human player that they can kill the things one at a time while the AI is forced to kill them all in one attack.
Unfortunately, treasure hunting is fun, so changing it would make the game less enjoyable. Same for reducing the amount of treasure, which hits more casual players the hardest. There is one other real alternative though - increasing the AI bonuses for high difficulty, or better, giving them a way to "cheat" on lairs on high difficulty. If the Human is too good at it, all we need to do is raise the AI to equal. Unfortunately this might not be as useful as it seems : The AI is bad as using the treasure and the items eventually end up with the human player anyway.
Another possible path to take is to allow lairs and nodes to cast spells, most likely from a tier proportional to the total strength of creatures defending it. However I have no idea if any of the spell targeting code is safe to use by neutrals. Probably is but this has to be checked.
Another possibility is to try and pinpoint specific things that are a problem but there are kinda too many I've seen even in this single game :
-Undead hydra (OP but we already know this.)
-Undead chaos spawn (not so op but also easier to get)
-Undead Air elemental (spam spells to clear lair without ever getting found, move 5 to instantly reach next lair once done, beat AI because early spells can't deal with it either)
-early quality rare spell (Air elemental)
-early good items (Excalibur, Helba Staff, anything with teleport/merge etc)
-Ninja hero (early invisibility)
Most of these can come from lairs and cause a positive feedback loop by making it even easier to clear later lairs.
Something else. We could lower the buff potential of ghouls by changing their stats to have no +1 to hit and 1 higher melee and ranged. Overall they'd be roughly equally powerful but the efficiency of Darkness, Heavenly Light and Focus Magic would be 33% lower on them. Of course, this also means Guardian, Prayer and Soul Link becoming this much better at the same time.