First off this is a great post, thank you so much for putting it together.
You are welcome!
I wasn't able to repro your issue with the ctrl key, maybe there is something running on your that is doing something when ctrl is selected?
I thought that too. To date, I haven't found anything else that does it, and I run other full-screen games. Seems to be limited directly to FE. However if you reproduce it, it'll be hugely obvious - you can move the mouse across your entire mouse mat and it'll just jiggle in place a bit and shift maybe a quarter inch.
Cloud walk worked fine for me when my unit was within a city. Are you sure you were targeting a tile within your territory?
Absolutely. What seems to be happening is that I hit the Cloud Walk spell, nominate my caster, but if that caster is currently garrisoning a city, the spell sound goes off - but then the caster appears to try to walk there normally.
The load screen isn't an exact science. Loading a game isn't simply reading in 1000 bits of data and then updating the bar with the percentage of each that is done. A lot of different things have to occur. These things take different amount of time, and different if its the first time loading or a reload. This times are changes with each patch (as we move processes around or systems are done faster or fixes are implemented which may cause things to run slower). Individual computers can take different times at the different stages too. So its just a broad estimation implemented to give some indication of progress while loading.
Understood.
The game animation slowdown is an interesting one. I will have to play with that, I'm not aware of any issues with it. If you have a save with it acting slower than you would expect I would love to see it (it would also be interesting to know if it was possible to reproduce form a save or if a reload resolves it.
I am afraid I couldn't put my finger on it. At first I thought it was a "save game bloat" issue but now I think it may be tied to particle effects on the battleground. Unfortunately my save game where it was quite noticeable was lost in the Great Shower Leak of 2013. if I can reproduce it in the future I will post a link here.
Im not sure what you mean by the stances and animation packs not supporting certain weapons and armor. Which animation pack in particular are you selecting that doesnt support bows?
If you give a sovereign a bow, check out the animation packs and also the stance and backgrounds. Clearly some of them are directly inferring the character is holding a melee weapon (for example, on several the character holds a fist out in front of his/her shoulder as if he were resting a melee weapon, but the weapon is clearly a bow - in his/her other hand.). In other cases, the bow clips right through the character.
At this time I can't run to the game and give you a list, but it is pretty obvious once they are holding a bow.
The feature to upgrade group numbers on existing units is being added in Legendary Heroes.
So much love. Can this include unit design as well? Selecting "Upgradeable" for their weapons and so on is a great idea, but sometimes I want to change them from horses to wargs, or add a magic item, or change a skill.
I've fixed the mint of ruvenna and the "withdrawal" typos
Click location: We are including a fix in the next patch that will help resolve this. It's a difficult problem to lock down since its intermittant and sicne its click location its always partially a user issue. But we have added an additional check to verify the click location that will help with this.
I've fixed the messages about units deserting. For a while whenever you trained units it used population, and when you disbanded the units you got the pop back, which is why you got the message. But you are right, it's no longer needed.
Spank you!
Legendary heroes adds the ability to choose a production focus for a city so that its producing extra gildar, research, growth etc instead of sitting idle.
Yay!
If im understand what you are asking for double clicking on a unit or its init queue picture will take you to its detail screen where you can checkout anything you want.
Also mousing over the city level bar will show you population. You can also see it on the city details screen. Not much uses population, just pioneers and the sacrifice spell (it typically just grows until you hit your food cap, it isnt a tradionally spendable resource like metal).
What I mean is that that when you have your unit build menu up, there is a population figure at the top. It just says "1..", and is otherwise useless, because the actual figure is mostly hidden. In other news, I wasn't sure what the minimum population is for a city anyway?