The faction system actually makes perfect sense. There's a difference between some guy who you vaguely recognize as an enemy from somewhere at some point, in a world with plenty of vaguely recognized mooks, and the notorious Scourge of [Insert Battle Here] who wiped out an entire side in one day.
Small bug: when you enter a hostile city, you can click on one of the buildings instead of the "okay, let's fight" button. If you do, you can use that building like normal, back out, and then stay in the city without having to fight.
I played the last game and earned the achievement from completing the spells quest– book of knowledge. It says I should have all of the Crusade spells in this chapter, bu they aren't there. Is there something I'm missing
Excellent game, 5 stars. Only one thing is off, really. Perspective is kind of odd. The pillars, for example, have a base size of one square, but the part that goes up somehow blocks going NORTH. Don't know if it was fixed in the sequels.
It would be nice if the loot notifications for the same raid (say, nala) would stack the way items do. That way you could click one and receive the loot for everything in all of the raids. It shouldn't require too much space on the screen – after all, the items themselves are already stacked.
The devs are never going to make a gold-to-pc conversion because any amount of gold is guaranteed to be near worthless if one spends enough on land.
So what needs to happen is that there have to be more meaningful money sinks. Further, there need to be caps on how much land may be purchased, or it needs to require PC to buy after a period of time. This could be done by scaling max income to match the level or by only letting x units of land be bought per level.
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