@DragonParadox You know, introducing the concept of a comprehensive After Action Report for Mass Combat might alleviate some of the issues with people only having an incomplete picture of the battle which they have to leave to their own innate reader's comprehension to piece together (and comments from the other participants).
But that would be one of the more massive updates, justifiably, since you are trying to represent something like at least 98 military units, within seven different divisions, each of which is three to four individual armies on three battlefronts, with specialist AND hero units supporting them simultaneously.
This is possible to do with a progressing system which allows you to organize mass combat, or a personal system of record-keeping and note taking which allows you to show how everyone behaved and reacted in a logical, straight forward manner.
Given how rare mass combat is in this quest, I am struggling to present the argument "but that might take too long to post more than one update a day".
Maybe mass combat
should take an update a day pace, given you are trying to represent something epic in a way that actually makes sense.
Thus far what you have represented seems alright, all the complaints I have are mostly in the lack of compelling motivations for enemies that aren't explicitly painted into the pre-existing background for antagonistic factions, like Baator or the Others. At this point just as it doesn't make logical sense for the enemy to prevent us from basically bombing them with relative impunity (and indeed they pretty much haven't been for the most part, as it is a OCP for them), it doesn't make logical sense for most of our enemies not to act through credible proxies with basically just enough personal power to discourage us trying to flatten them but more than enough soft power to make interacting with them a multi-faceted challenge.
I think this is mostly an artifact of you introducing multiple obviously flat evil factions in an effort to make the world feel more alive, but grinding the plot progression of some of them to a halt.
For instance, you have the opportunity to slowly introduce what the Deep Ones have been up to rather than trying for clever "reveals" right when we decide to deal with them, because then you deal with players complaining about information overload, or things going missing in the lurch, or something being forgotten because it had to be dredged up from years ago rather than us being mostly refreshed on it for months leading up to a confrontation.
This requires more time taken showing the motives of other groups on screen when they become relevant, even if there is no reasonable means for us to react to it immediately. It's not all background rolls, either, since conveyance of plot relevant information is basically paramount for those among us who do not have a encyclopedic knowledge of everything introduced in this quest. The casual reader is going to pretend something doesn't exist until you have it in an update. That is a sad natural fact.