This game URGENTLY needs a message log for battles to figure out why it resolved this way. It also needs battle replays, so people can rewatch a battle and get some insight. Conquest of Elysium 5 and Dominions 6 have this feature. CoE5 battles are 2-dimensional while KH battles are 1-dimensional, but message log makes CoE5 easier to understand.
This game reminds me of:
Age of Wonders (map on hexes, heroes are just special units and those can move independently)
Warlords (heroes are just special units and those can move independently. Automatic battles. Only heroes can use items. Delay after capturing a city but not when you siege it. )
Conquest of Elysium 5 (minimal town building, automatic battles)
Wesnoth, because of how swingy the battles are (I started as High Elves, took Sable and my starting army against 3 rats strength 1 each, and got completely wiped out. Practically Game Over.)
Warcraft 3 (unit limit based on farms, very short vision ranges relative to unit speeds, and the fact that best recon units are the cheapest ones from Orcs and Elves and not those that technically get a scouting bonus (wolves, bats, eagles etc).
I don't know why it's being marketed as similar to Heroes of Might and Magic. Because that's the only fantasy TBS game people know? The HoMM game this resembles the most is HoMM4 (units can move independently). Units moving on their own means this will be a micromanagement hell on bigger maps, so it should stay small. Oh, I guess the fog of war not regrowing is like early HoMM games.
I played a couple of games and won most of them, but I don't understand why battles turn out the way they do. Was it some ability interaction? Or luck? The result is that I feel anxious rather than excited to experiment.
I like the clean and readable visuals, big choice of units, non-linear unit research.



