I was expecting this mod all week long, and I have not been disappointed. Good job as usual!
Here is my last saved game (turn 299), along with my observations:
My Summoned creatures don't disappear at all.
Some of my Arcane don't lose the Casted flag at the beginning of a turn, they are stuck manaless.
The Dwarf Healer Hero stopped gaining experience after his third point.
The Mud Golem doesn't build like a usual Worker, with food overflow like the conquest civic.
I can't hurry anything, no gold, no whip, no nothing! Can't we motivate slackers in FFH2?
Machinist shop lost the 20% hammer bonus. Please bring it back!
The AI kept attacking me hand-to-hand with his 4-5 stars Conjurers. They had learned summoning spheres but they did not spawn anything. Do Combat promotions help Arcane units in any way?
I haven't seen any AI Mages, only Conjurers.
I couldn't summon a Sand Lion for about the first ten turns I learned the spell, the button would be stuck "grayed out", even though I could cast other spells..
I saw very few coastal resources for a Balanced map. Very few Stone and Marble too. I also haven't seen any Tigers or Wolves, which I usually capture by the dozen.
Here are two gripes I have had for the six months I've played FFH1:
I feel the animals appear five turns too late and the barbarians appear ten turns too soon. The bears are an effective Scout-chomping team by themselves, and the wilderness gets populated by barbarians quite fast.
The third point of mobility of the Mercenary is also unbalancing in my opinion.
Very nice work, should we expect a patch soon?
Will you include some other popular mods components, like the special foreign and domestic advisors?