Wonder if the will keep a eye on Eador's features and take what seems good?
I liked original the most. While rather simplistic in the long run, it was more suited for our drinking casual plays, without the constant need to micromanage spell research and casting every turn. Plus the hero skill customization was more RPG-like with many cool abilities.
I really hope they open up more options for might oriented players such as myself.
Drinking casual plays? With who? Buddies? Codexers? DO tell.
I agree that the hero customization was MUCH better in the first one, because it allowed you to give lots of cool abilities.
I wonder if they took it out because it led to easier hero munchkinism, especifically with early-game high defense stats. Something like 5 or 6 defense was easy to get and made your hero capable of fighting hordes of non-magical level 1-2 units by himself in only a few levels.
AoW heroes were very cheesy through. By level 30, your heroes can sollo entire stacks worth of level 3 units. I still remember Silvermore forest, where my leader solloed something like four Reapers at the same time.
I hope they make heroes more focused within certain roles. Having almost every hero turn into a The Juggernault + Merlin by the end was ridiculous, in all games of the series. At least in AOW2 and SM you could thrown enough mooks at the enemy hero until he could't hit back, then strike him. This stopped the ridiculous AOW1 super-hero who bashed three entire stacks in a turn just by standing there.
There's also the Level 1-2 vs Level 3-4 problem. All games of the series carry the serious problem that low level units turn useless when you get higher-level units. End-game battles in SM looked like a Godzilla movie fight-scene mixed with a DnD high-level dungeon raid; Everywere all you saw were big-ass level 3-4 and heroes duking it out: Lords, Titans, Knights, Doom Wolves, Warlords, Dragons, Karaghs, Dread Reapers, etc. That was simply and utterly ridiculous, even if it was logical because early game units would be stomped on and obliterated instantly in such a fight. I think Eador Genesis has a pretty fair solution to it: Make a larger stack size and limit the numbers of certain units so the player can't simply make a ultrastack of heroes and level 4 units and roflstomp the AI's puny horde of level-1 units.