Easy Quality of life:
Emblem Purchase popup - like when buying gems from the enchanter (it is easy to accidentally buy many of the same item)
Visual indicator of number of minion stacks
Add macro check for if a creature can defend / provoke.
Unsure of but would be good:
Add macro check for the presence of a trait
^would be very valuable for things like the elves’ traits
Add macro check for presence of realm property
Realm property tweak:
Cannot Defend/Provoke -> Cannot manually defend / provoke (e.g. defend on cast and the like would still work)
Cannot gain spell gems -> %50 chance to not gain spell gems
Reference for game mechanics, of damage and attack and defence
^obviously only once these things are finalized
Having in-game options to search through traits and creatures <- not super needed, as people will make wiki’s but it would be nice
It would be great to be able to give nicknames to creatures, and be able to sort them by that in the menagerie.
It is frustrating if a realm property or enemy creature hard shuts down a build idea, with no counter build options.
E.g. units cannot dodge.
Knowledge gain for rank D seems pretty slow. I unlocked the hunt mission, and for a long while had nothing I was interested in hunting.
I would like some build possibilities around giving enemies traits.
e.g. a Spell that gives all the traits of the caster to the target, would be interesting
Sometimes it would be nice to have a creature do nothing as their turn. E.g. with invisible enemies, sometimes one hast to defend / provoke, which can trigger effects you don’t want.
Simple Relic suggestion:
Some relics seems like they might want to be kept low rank,
e.g. Thousand Needles rank 70 could easily become problematic with the attack increase for anything that attacks multiple enemies, due to the cap of 20 attacks a turn. It would be nice if one could only attune upto a certain rank.
Imp Shaman does not work with spells class swapped to nature (unexpected), nor nature spells class swapped to other classes (expected). It would be nice if it worked with spells class swapped to nature, and if not, the text should be updated to clarify. (e.g. when your creatures cast a single target nature spell, that has not been class swapped, they have a 50%… )
Possible bug (could just be confused about the intended cost)
When selecting the realm you want to visit, it seems to cost me 2000 power (at least) sometimes,
when it says it only costs 1000