3) I haven't finished more than a couple turns yet, but there are a couple of things that concern me. I don't think that this patch addresses the issue that a lot of new players are having which is "The Overlord came out and wrecked my farm and clinic on his first 2 turns, and now I'm screwed."
Even in previous versions in my playtests there was always some other farmland or ocean-shallows-buildings tile I could use for farming purposes either before or shortly after the overlord burned the first farm.
Also, now infighting only does damage rather than the less-granular wound/kill of before. My guess is that you can last quite a while at low morale whereas before you'd take casualties left and right.
From what it sounds like, lower difficulties will actually be harder now early game because he will be moving 3 squares per turn rather than 2 at the start, plus you now have to deal with monsters (this could be wrong though).
The 3-moves thing does make him somewhat harder compared to the very early game before, but your NPCs having power instead of wound/kill and the flexibility of the different classes makes the game substantially easier, more than counterbalancing the overlord's early game 3-moves.
The monsters (and other upcoming overlord spells) may counterbalance that, but that's basically the point of those. If the overall result is too easy or too hard we'll rebalance as necessary.
Also, it seems that there could be a situation where it's always best to just attack monsters ASAP (kind of defeating the purpose of adding them).
How does that defeat the purpose of adding them? A few things to remember:
- If the overlord targets his tile with the summon, then on your first turn seeing the monsters they'll all be right next to the overlord. Any NPC you send after the monsters on that turn will basically be guaranteed to die when the overlord moves next.
- Sure, you can have NPCs covering the area to kill the monsters as soon as they're outside the overlord's range, but the actual positioning to make that feasible and the use of the NPC time (and power) to accomplish that is highly non-trivial. Even if the summoned monsters never kill an NPC or destroy a tile in your game they've still served a substantial purpose as a constraint you've had to deal with.
Anyway, thanks for the feedback, I'm just not sure we're talking about the same thing yet