The Cursed
2. The Obelisk has an "invisible" selection circle.
Fixed.
3.
You don't actually need souls to train units if you click a third time.
Fixed.
4.
The race selector should appear where the player base appears.
This shouldn’t be a problem. Having all players select their races in the same area makes race selection feel more like selecting with a menu option.
5.
Heroes should have glow. You can simply add it: How to add Hero Glow without Modeling
Added glows to all heroes using non-hero models.
6.
Orb of Rot=Orb of Slow. + 7. Scroll of Necros=Scroll of Regeneration.
I changed both of the item's abilities a little.
9.
Death Aura's deactivate icon is different and looks passive. It's the same as Mystic Strike's and this ability research's icon also looks passive. You can make them look active/proper with this: Button Manager v1.8.2
This was very helpful! But I don't want to go overboard with imports and custom buttons.
10.
Abolish Magic? Well, nothing original or creative about that.
Removed Abolish Magic from Phantoms and replaced it with a new ability: Sever Binds. The new ability should help with the race's generally weak heals.
11.
Break doesn't do anything.
Fixed.
12.
The problem with ghosts flying is that they don't change flying height which means they are hard to target when going through doodads/things.
Hard to see, yes, but I want to refrain from giving them too much flying height as they are still treated as land units. It would be weird to see a flying unit be damaged by a grunt swinging at nothing.
13.
Dark Spire can't be built anymore if you upgrade the hold. Can't train Raise Vessel anymore either.
Fixed.
Grey Guard
19.
Some units seem to have too much damage compared to how much food they take but yes, they don't have so much HP or armour.
The Sorcerer has an ability to add to units’ health pool and United We Stand grants a very large amount of armour relative to the other races (assuming you upgrade it as you advance the tech-tree).
22.
Weird that a campfire can provide such long distance visibility.
They double up as scouting structures that provide good vision of the map, especially during the night, at the cost of draining your lumber resource.
23.
Sorcerers don't have the Divided We Fall passive ability.
Divided We Fall is used in tandem with United We Stand which is why neither Nighthands nor Sorceror’s have it.
Nature's Children
25.
Got a crash when clicking the Nature Children mine. After restarting the game and trying again, the mine was not "corrupted" anymore and without doing anything quickly got a crash.
Fixed.
The Forgotten
26.
Why does the Servant have mana?
Revere was based off siphon mana, which requires the caster to have mana. With the change to the Reverance mechanic, I have removed the mana from Servants.
27.
Upgrading to Awakened Serpent Shrine doesn't take any mana points from the main building. It takes from the revering Servants?
Odd. That shouldn't happen anymore with the new Reverance system though.
36.
The map seems to be lagging. You may have leaks that need fixing. Things That Leak
Not sure about leaks, but the map now has significantly less lag.
37.
Why place Terrortide on the second row and not the first if it's the only unit in there?
Fixed.
38.
What happens if the god building is destroyed?
If the God is destroyed, the Reverance resource cannot be gathered and the Forgotten player practically outright loses.
Under Lords
43.
Once you use a gate, you can't transfer anymore
I can’t recreate this bug. Did using Transfer with one gate remove the ability for others too or just for itself?
44.
All unit training buildings look alike and they take a lot of space, not to mention cost and time to build. Microing them is a pain.
I tried to resolve this issue by having them colour coded.

I’ll see if I can grab some models from the hive.
47.
Tyrant's spell has an icon that many other spells have. Also, the unit uses a hero model which not only has glow but will leave the body on the ground for a long time.
Fixed Tyrant’s corpse persisting instead of decaying. Is glow a problem?
Crimson Tide
48.
Remove Skeletal Shell doesn't work because it says it can't find any Dwellings.
Fixed.
49.
Hero positions in the "altar" are not typical to three. Some factions have them one after another while this one has one above, one below and one after the one below.
Fixed.
50.
Orb of Chaos=Orb of Corruption.
Changed Orb of Chaos' effect a little.
51.
Flex's icon is a joke.
The spell itself was supposed to be a little humorous, but I guess Sammy’s face is too much. I swapped it out for something more suitable.
52.
Searing Blade's buff is Slow Poison, icon and all.
Replaced the Slow Poison buff.
Dusk Barons
54.
The Market has no orb.
Fixed.
57.
Shroud's icon=Ghost ability's. Many units seem to have a Wind Walk based ability.
The invisible units were added to make gameplay more dynamic, and each one for the races (Nighthands, Saplings, Dukes, Phantoms, Winged Snakes) have varied ways of becoming invisible.
58.
Cultivation seems like a useless spell especially when it requires master training.
Bloodpets are a sort of disposable support unit. After a single cast of Dark Destiny, they most likely won’t have the health to effectively cast it again. So after just one spell they only take up food and are easy to kill for experience. That would make them a pretty useless unit, but using Cultivation after Dark Destiny prevents that.
General
I swapped out some icons and messed with the Shadow Daemon's button manager for some others (such as turning Daylight Aversion into a passive icon). The icons are separated in each individual race's categories such as items/spells/units so there should be no confusion. Frenzy and Vex shared the same icon, but I've swapped out the icon for Frenzy.
I've added more values to various tooltips as well.
61.
Gods and myths, how did you place so many regions? Is it a protection thing?
It's purely for flavour.