We've accumulated a lot of issues and ideas that'll need some sort of decision for the next update.
1. I see far too many Stoning weapons in random generated items. This is a result of Stoning being the only very cheap item power on weapons, having a high chance to appear in general, and weapons being a fairly frequent item type to show up. The game rolls a D10 for item type, and there are 3 armor types, 1 accessory type and 6 weapon types. We probably want some weighting here to make random items follow the distribution of item types in a similar fashion predefined items do. We likely also want Stoning's weight to be lower. (There are only 5 things to choose from at 125 cost that's not Stoning.)
2. Not sure if they do already but maybe the AI should prioritize ships less for buff targets. While a warship with heroism endurance etc is formidable it's not a direct threat to the player as it can't attack on land.
3. It might be interesting if Guardian added more "power" to combat spells for the defender, to allow strategies not based around units (and AIs) to take better advantage of it. Something like +1/3 strength on direct damage spells and -1 spell save on resistance based spells.
4. The AI seems to still move units before shooting when Wall of Shadows is in effect, this will need to be fixed
5. We might want to consider making Regeneration a variable amount (restore 0-1 health on lower tier units and 2-3 on higher tier ones).
6. AI should research Exorcise/Holy Word, Cockatrice and Shadow Demons faster if the human is playing Death/Werewolves. We can either trigger this on number of human Death books (1? 5? 8?) or on specific spells known (Lycanthropy or Shadow Demons).
7.Werewolves need to lose some resistance. (They are immune to all early effects but exorcise so same deal as Shadow Demons, but more figures and cheaper unit so resistance needs to be lower)
8.Werewolves might need to get the 3 armor 5 hp change undone and restored to 1 armor 6 hp. I'm still quite unsure about this one. Might not be needed at all if 5 and 6 are implemented.
9.Enchant Item should be able to have Spell Charges, but limited to weaker spells only. (commons? Uncommons? Anything below cost 12? 15? 20? 25? This is important to enable heroes to get Life Drain/Heroic Shout charged weapons.)
10.AI needs to learn to target adamantium units with Lycanthropy? Might be useless as adamantium requires alchemist guild and makes the AI build up military buildings, once the AI has those, they will usually be producing higher tier units that won't be targeted anyway due to high cost. Forcing them to make spearmen results in diluted armies with some useless adamantium spearmen mixed in.
11. Save or die per figure effects the AI should probably learn to target at lowest figure count in already lost battles, but highest figure count otherwise. (currently targets highest figure count only so those shadow demons/wraiths/death knights never really die to it)
12. Demon Lord seems to have save at -2 in effect but -3 in help and I don't remember which was the actually intended amount.
1. I see far too many Stoning weapons in random generated items. This is a result of Stoning being the only very cheap item power on weapons, having a high chance to appear in general, and weapons being a fairly frequent item type to show up. The game rolls a D10 for item type, and there are 3 armor types, 1 accessory type and 6 weapon types. We probably want some weighting here to make random items follow the distribution of item types in a similar fashion predefined items do. We likely also want Stoning's weight to be lower. (There are only 5 things to choose from at 125 cost that's not Stoning.)
2. Not sure if they do already but maybe the AI should prioritize ships less for buff targets. While a warship with heroism endurance etc is formidable it's not a direct threat to the player as it can't attack on land.
3. It might be interesting if Guardian added more "power" to combat spells for the defender, to allow strategies not based around units (and AIs) to take better advantage of it. Something like +1/3 strength on direct damage spells and -1 spell save on resistance based spells.
4. The AI seems to still move units before shooting when Wall of Shadows is in effect, this will need to be fixed
5. We might want to consider making Regeneration a variable amount (restore 0-1 health on lower tier units and 2-3 on higher tier ones).
6. AI should research Exorcise/Holy Word, Cockatrice and Shadow Demons faster if the human is playing Death/Werewolves. We can either trigger this on number of human Death books (1? 5? 8?) or on specific spells known (Lycanthropy or Shadow Demons).
7.Werewolves need to lose some resistance. (They are immune to all early effects but exorcise so same deal as Shadow Demons, but more figures and cheaper unit so resistance needs to be lower)
8.Werewolves might need to get the 3 armor 5 hp change undone and restored to 1 armor 6 hp. I'm still quite unsure about this one. Might not be needed at all if 5 and 6 are implemented.
9.Enchant Item should be able to have Spell Charges, but limited to weaker spells only. (commons? Uncommons? Anything below cost 12? 15? 20? 25? This is important to enable heroes to get Life Drain/Heroic Shout charged weapons.)
10.AI needs to learn to target adamantium units with Lycanthropy? Might be useless as adamantium requires alchemist guild and makes the AI build up military buildings, once the AI has those, they will usually be producing higher tier units that won't be targeted anyway due to high cost. Forcing them to make spearmen results in diluted armies with some useless adamantium spearmen mixed in.
11. Save or die per figure effects the AI should probably learn to target at lowest figure count in already lost battles, but highest figure count otherwise. (currently targets highest figure count only so those shadow demons/wraiths/death knights never really die to it)
12. Demon Lord seems to have save at -2 in effect but -3 in help and I don't remember which was the actually intended amount.