The version I have is the Master of Mana prior to any patches for it.
What don't I like? Alright, let's go.
Magic to me seems like it's been reworked to the point that it's unusable. The separate tech-tree for it, the way you have to use spells, and the complete uselessness of arcane units.
Terraforming by spells - what in normal FfH et modmods are spells such as Vitalise, Scorch, Spring, etc - have been made to use the same spell interface as everything else, which seems counterintuitive, clumsy and unless one can choose the exact tile and range they're enacted, far too innaccurate.
The way one researches different spell spheres (light, element and dark), while separate from the normal research tree, doesn't seem to take other spheres into account. Researching basic from Element and Dark, and any rank I sphere from light, all at once, and with standard technology research too? Just how much are these researches actually paid to do four researches at once?
The Traits part of the Pedia. Take a leaf from RifE and give them actual pages, which allow for links to the promotions, etc that they give/enable. I don't like having to hunt for them, particularly for promotions because of the sheer amount of them, and it's hard to tell which section they're meant to be in.
Cult/Council of Esus. Either make it a fully-fledged religion, or don't. Allowing people to take it as a religion, but not allowing them access to it's heros like the others unless one takes the Cult, this barring Empyran from the empire (come back to that in just a moment) instantly sets me against the idea.
Losing access to Empyran, while it's probably just a small thing, cuts the usefulness of the Religion civic, which I frequently make use of.
Houses of Erebus. The idea isn't so bad, but the mass of resources each of them consumes and the support rises and drops put me off even bothering with them. However, the option to disable them entirely partially makes up for this.
The Fey. While I'm sure people will accuse me of being wrong here, the entire concept of them sits the wrong way with me.
The Frozen. If, like RifE, there was a way to disable them, I wouldn't have a problem. I don't like them, I don't like the way they work. They step on the toes of Infernals, Mercurians and Illians. About the only good thing in MoM about them is the lack of the White Hand religion, which annoys me to no end when someone adopts it in RifE.
Mana. Short of going into the city screen, there appears to be no easy way to tell how many of which types you have. Further to that, if one has too many resources, not just mana, the scrollbars in the city screen cease to function, making it impossible to tell the quantity and details for many, if not a fair portion of, resources.
This may be resolution-specific problem however, as it happens for me on a 1366x768 laptop screen, and I can't test this on other taller resolutions.
That should be enough for now. At some point I'll find the latest version, re-evaluate those points and see what, if anything, changes.
What don't I like? Alright, let's go.
Magic to me seems like it's been reworked to the point that it's unusable. The separate tech-tree for it, the way you have to use spells, and the complete uselessness of arcane units.
Terraforming by spells - what in normal FfH et modmods are spells such as Vitalise, Scorch, Spring, etc - have been made to use the same spell interface as everything else, which seems counterintuitive, clumsy and unless one can choose the exact tile and range they're enacted, far too innaccurate.
The way one researches different spell spheres (light, element and dark), while separate from the normal research tree, doesn't seem to take other spheres into account. Researching basic from Element and Dark, and any rank I sphere from light, all at once, and with standard technology research too? Just how much are these researches actually paid to do four researches at once?
The Traits part of the Pedia. Take a leaf from RifE and give them actual pages, which allow for links to the promotions, etc that they give/enable. I don't like having to hunt for them, particularly for promotions because of the sheer amount of them, and it's hard to tell which section they're meant to be in.
Cult/Council of Esus. Either make it a fully-fledged religion, or don't. Allowing people to take it as a religion, but not allowing them access to it's heros like the others unless one takes the Cult, this barring Empyran from the empire (come back to that in just a moment) instantly sets me against the idea.
Losing access to Empyran, while it's probably just a small thing, cuts the usefulness of the Religion civic, which I frequently make use of.
Houses of Erebus. The idea isn't so bad, but the mass of resources each of them consumes and the support rises and drops put me off even bothering with them. However, the option to disable them entirely partially makes up for this.
The Fey. While I'm sure people will accuse me of being wrong here, the entire concept of them sits the wrong way with me.
The Frozen. If, like RifE, there was a way to disable them, I wouldn't have a problem. I don't like them, I don't like the way they work. They step on the toes of Infernals, Mercurians and Illians. About the only good thing in MoM about them is the lack of the White Hand religion, which annoys me to no end when someone adopts it in RifE.
Mana. Short of going into the city screen, there appears to be no easy way to tell how many of which types you have. Further to that, if one has too many resources, not just mana, the scrollbars in the city screen cease to function, making it impossible to tell the quantity and details for many, if not a fair portion of, resources.
This may be resolution-specific problem however, as it happens for me on a 1366x768 laptop screen, and I can't test this on other taller resolutions.
That should be enough for now. At some point I'll find the latest version, re-evaluate those points and see what, if anything, changes.