Hi!
Thanks for the kind words!
We have many thoughts and ideas. The tactical part will change little, but everything else will be new. You can read here:
https://steamcommunity.com/app/650440/discussions/0/1634111706738233537/
Please give advice. How to name a new game? We with the modeler have already broken our heads ... Now we are thinking of calling 'Veterum' or "Veterum Tactics" (no, the Romans will not be.). What do you call this name? Memorable? The original? Maybe you are ready to share your names?
I'm going to replay the last version from the beginning soon, i stopped in the caves the mission where either your paladin or the whole team can get a morale decrease after plundering a city (and the hero priestess is in the library and we can decide to let her there and go on a mission without her ), that mission was a nightmare because every single vampire down in the cave had stun/freze potions and the potion throwing range was too long.
That combined with narrow passages and a split team with only one healer ...
I've read you made some modifications so i'll try it again and i've also read about modding the units, which i'm going to do as well to remove potion slots for most units. I don't use them myself anyway, except mana for mages.
My thoughts for Warbanners 2 (i didn't play Warbanners Death Speaker for quite some time so not everything i say is relevant or even true, just make your pick )
- Call it Warbanners 2 (you got a brand already and you stuck around to patch / fix your game, you made a name for yourself, use it )
- Remove the offensive potions with side effects (stun / freeze) : i mean no offense but this mechanism with long range aoe effects is retarded, it creates balance problems and it's the opposite of fun, besides, those potions are expensive, so not only it's annoying but it's really unfair.
- Offensive potions with burning / poisoning effect shouldn't be with area of effects, maximum one square + another one we get to choose or a random additional square around the target
- More heroes like the minotaur, except they should be a bit tougher than the usual units (Fantasy General style)
- Like everyone said, a nice story/settings in a nice form so that it's comfortable to read, maybe asking a real SF writer to work with you would be a good idea if you plan some serious marketing, there is material for a hit if everything is done right (not a top writer, someone good but cheap enough and interested by the challenge ;-) )
- An undo move option for as long as the unit didn't act (a simple misclic and you lost 1+ AP or i forgot where the command is when i re-launched the game to refresh my memory )
- The lines on the map (paths ?) are quite confusing, i believe the world map could be improved in that regard
- You should probably play / replay Fantasy General just to check if you can get some inspiration
Also you should consider adding some more boss fights with some unique enemies (like the minotaur when he's on the other side), it' always a plus.