at the moment, it's only the first time you take the fort, you need to lose it and take it back. i'm thinking of adding a similar spell but with a timer, to avoid spamming fort commanders as they die.
Is Fort Commander spamming really an issue, though? If you still hold the fort after the enemy's turn, getting to appoint a new commander isn't
way out there, and an unpromoted Fort Commander isn't overly powerful. Although if you don't want unconditional appointing, I suggest keeping the same action but disabling it when there are adjacent enemies, to give it a feeling of siege and disrupted supply lines. This would also prevent you from stealing a fortress right next to an enemy city and use it as a free siege weapon against the latter.
Workers building a fort on a mana node, this should be a no-no
yeah, i need to tweak that though they tend to avoid doing it already, i need to make it a bit harsher than it is ^^
Tearing down mana nodes is an AI behaviour I'd gladly get rid of. Just make sure they don't stop building Forts on un-noded non-raw mana, since that's a legit way of getting the mana without the required tech once they grow into Citadels...
Can anyone enlighten me as to the movement restrictions on SeveredSouls? I cannot discern the pattern of what tiles they can and cannot enter.
Severed Souls have Flying and should be able to enter any terrain, although they have
bNoRevealMap, so they shouldn't be able to enter unexplored parts of the map, I think...
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Would it be possible to get a debug build of the DLL with all the asserts turned off? I want to debug some CtDs at startup, but don't have the patience to sit through multiple failed asserts several times over to track down a crash bug which only happens in a minority of cases.