Ah yeah, fast guys may lead to fast win, but they have less HP than others and should be narrow applicable, I think we needed cut their stats more. However, units with stealth get rid of them esealy.
The game definitely starving for more control over battle, but I don't want player get involved to battle actions, it may seriously slow down and complecate game flow (don't forget, there will be PvP). Hope various spells and auras will create field for new interesting tactics. So many ways to go, so many chances to break it all...🙂
I know about thas useful feature in editor, but I'm talking about hiding bone hierarchy in runtime.
One more question, just imaging next animation. Hero holds the sword, then hero dies and throwing it in the air, sword should spinning for some time while flying. The problem is sword bone bound to hero's hand bone, and the hero moving while he falling, so get sword move independently is pretty hard. If there would be the way to detach sword bone, it's all become a lot easier. Actually now for such cases I use extra sword bone/slot, that is invisible by default and is a child of root. But that's rather a dirty solution, especially when here are a lot of stuff become independent in some particular animations.