Talk:Development/@comment-5395153-20120927164112/@comment-26393217-20160510183240

A quick comment on those changes that are still to be done (or under discussion):

- no crit for catapults? Why a catapult couldn't stun its target? Perhaps you meant no splash crit effect? - Dragonfear still does normal damage... and so do Illusionary Warriors. By the way, while I understand that the enemy should be fooled by those illusionary units, it's quite weird that they benefit from all the upgrades that affect true units. Also, shouldn't a True Seeing spell show those troops for that they are? - about poison/disease dealing units, one of the unit AI stances could prioritarize the spread of the toxins instead of the slaying proper. It could be Magic Attacker for example. A Magic Attacker spider would bite any non poisoned unit and shun any poisoned unit. Once a target is poisoned, a new one would be selected nearby, if available. - racial dependant shared unit resource costs: why not, but without being fixated on this. A full magic/energy unit shouldn't require stone for the only reason that you're a Dwarf. - producing generals of the opposite alignment at a temple seems exagerated: there shouldn't be such mercenaries. Even the Empire isn't able to rally every general possible I believe (it looks like there is either a non exhaustive list and/or different chances depending of hte alignment/race).
 * Allies, Siege and Misc:

- golems only attacking ground units : see discussion on the anti-air melee ground units.
 * Dark Dwarves:

- changing Champion's name to Cavalier: why? This could be embarrassing in some languages, where Cavalier means either Knight or Cavalry/Horseman already (indeed, Caval-ier/ry IS latin form for anglo-saxon Horse-man). - changing Lord's name to Paladin: will he have a Deadslayer capacity, too?
 * Knights:

- btw, no floatting eye is able to float over water (or does it depends on the transition tile?). So if a tweak is found for the Wraith/Shadow, the eyes could benefit from it.
 * Plaguelords:

- something has to be done with the Oakmen and the Faeries, which are accessible way to early, as far as I'm concerned (RPG/immersion-wise). Perhaps those Fey units could cost a lot until a middle game research decreases their cost down to the current ones (e.g. Fey Embassy, researched at the Hostelry)? You could say that it was for a reason and now, the Wood Elves are vulnerable again to piercing-resistant rushes, but... that's life, and either they would produce 8 Oakmen, or expand/upgrade their base.
 * Wood Elves: