(on 1.31, Normal)
General:
Garrosh's revival tooltip reads Blademaster.
Tauren Brave tooltip still says they have Berzerker.
Enrage doesn't autocast, and when used manually it tells you to pick a target but doesn't work on anyone but the caster.
Pulverize research tooltip calls Defenders Primals.
Enchantress caster tooltips doesn't mention the Scroll of Protection spell, Pyromancers don't mention Firebolt.
Alchemist's Frenzy should be autocast on training.
On levels where you have every subfaction, buildings should be tied to the main building's tier regardless of subfaction (so trolls/tauren/goblins can build casters with an orc Stronghold and vice-versa) instead of having to build each town hall then upgrade it. The way Tavern heroes work, basically.
Regeneration Aura buff: She -> It
Berserker Boots tooltip: "increases by +4 the Agility and Strength" -> "increases Agility and Strength by 4"
Something I noticed on some maps: Wirt's Leg and Wirt's Other Leg show up but in different places every time I load a save.
First level:
Garrosh doesn't react to the doomsday cult?
Second level:
A lot of the map feels flat, with only a few rounded areas here and there.
Second sublevel:
There shouldn't be doodad (non-destructible) cages if there's also destructible cages containing units.
Music takes a while to start up during the boss cutscene.
Third level:
Teal base should be faster to take out, what with the limited troops and no siege damage.
Music doesn't loop.
Puzzle should be solved when all the buttons are pushed down, not up. Took me a while to figure out stepping on a pushed button counted as activating it, not to mention the critters going around activating them.
Razormane Chieftain: Uhhh... OK. Quite a voice he has.
I found the
, how do I get him off the island?
Third sublevel:
Prisoners should be a sidequest so you can keep track of how many are left.
Axe Throwers don't have Ensnare.
Fourth level:
No quest reward for the quillboar boss?
Baine's last line ("Well done" etc.) is from Cairne (and don't we all wish it could be).
I think this level isn't well-balanced for a level 2 hero, just about every attack on a base I ended up losing Baine because he simply gets focus-fired too fast. That and since the siege units are melee, quite often they can't get to the buildings due to other units in the way.
Fourth sublevel:
Loading screen: "innocent who opposed" -> "innocents who opposed them".
Mountainer -> Mountaineer
Weird bug after Toradrin is dealt with: all unit portraits went black and clicking them didn't center the camera on them. Saving and loading fixed that though.
There's too many spell-immune units for a level where 2/3 of your ranged units deal Magic damage.
The last battle killed most of my units in two or three Breath of Flames that don't seem to cost mana. I won, but it was quite close.
The scorescreen faction icon for the elementals is a green square.
Fifth level:
Zorbin: "start the experience" -> "start the experiment"
Ended up with a spare Gate Key for some reason.
Fifth sublevel:
On starting the level, Gazlowe had a Tome of Retraining effect play on him, was still level 3 but with no abilities, and had only a single skill point to spend.
Interlude:
recognize -> recognized
sound -> sounds
Sixth level:
Intro: old gods forces -> Old Gods' forces
You can research Envenomed Spears but not build Wyverns.
Garrosh can hit level 5, everyone else caps at level 4, is that supposed to happen?
Scepter cinematic:
-Only a foolish -> Only a fool
-assitance -> assistance
-Cho'gall and cultists -> Cho'gall and his cultists
-shattred -> shattered
-Ahn'Qiaj -> Ahn'Qiraj
Scepter quest mentions talking to 3 dragons instead of killing the minibosses.
After getting all three parts, the "main quest updated" message showed up twice.
Scepter description: openes -> opens
Sixth sublevel:
Intro: warrios -> warriors
... Why would you give an enemy Charm when your units can't be replaced?
Are the lightning traps supposed to be deactivated somehow? I ended up having to kite the miniboss far from them before killing him to avoid getting killed by them.
Seas Oracle -> Oracle of the Seas
Tides Ravager -> Tidal Ravager
Whenever there's a "gate is open" message it really should ping which gate just opened.
There should be a hint for the gate that needs a Sun Key.
Eh... not a fan of the modern riddles, it breaks immersion.
"and am surrounded by wood always" -> Personally I'd replace it with "yet am made of wood", my first guess was
.
Maybe have different messages from the heroes, otherwise it makes you think attacking isn't the right move and there's a secret to killing him.
End cinematic: "you, guys" -> "you guys"
Interlude:
"we're not match" -> "we're no match"
"him is his" -> "him in his"
"who returned to destroy the world! Me and the Earthern Ring" -> "who has returned to destroy the world! The Earthern Ring and I"
"Nefarian, although" -> "Nefarian. Although"
Seventh level:
Intro: "they won't go down easy of us" -> "they won't go down easily"
No Zorbin?
This one could have used more creeps, but overall it was a good one. I even managed to see all three allies sending a coordinated attack at the same time towards the purple base. Shame they didn't bring remotely enough anti-air, but it's the thought that counts.
More later.