Bugs:
If you don't select Master's House, you don't get the magic tab. This means you can't use spells and you can't use 'A' and 'D' to move to the other tabs.
Monks are impossible to buy.
City Walls seem to give a multiplicative bonus instead of additive (I like the way it is, but I think it wasn't intended). Since I'm talking about them, maybe they could give a bonus to archers as well, since they are completely useless if you don't select Castle (and it makes sense: your archer are beyond a wall, so they get a bonus).
If you select "Do not hire more than you need for the next building", you still hire more than you need.
The game gets really boring after a while. The constant reset without getting anything great is what bothers me most. I keep hoping that something will happen, but then I get one more creature at the forest. Lame. I wish I could do 3 assimilations at the same time, because it doesn't make you stronger.
The problem with money build isn't that money is useless, it's that I can make more money with food build. Also, you should work on the interface (it's not terrible, but it's not good either).
Tovrick, when you have scrolls of lvl 15, you buy all 15 skill levels at once if you use the new Multi Level Skill Upgrade. It would be better to limit to 10 points, since that's when you get the awards bonuses.
How about adding 3 new rivals at levels 200, 250 and 300? Just to give us something to aim for after finishing the game. You could even remove them later if (when) you decide to add more content.
Didn't think of that, I will add a +5 or +10 levels skill button at some point. And that's a good idea for the new rivals I may spread them out a bit when I first add them.
It seems Discipline and Dedication effects are based on your highest level master only (you get it all if your level is lower/higher then you highest level master). This leads to a strange behavior: when your disciple level is exactly the same as your higher master, you get a huge drop in experience earning (it goes up again when you level up, because Dedication kicks in).
Having finished the game, let me give another feedback. First of all, it's a wonderful game. I hope you keep developing it and adding more content to it. It's very addictive (in a good way) and has a very nice pace.
1. Critical Hit is too powerful, specially when using two rapiers. Nothing comes close to it. I suggest changing it to 10 to 20 multiplier (randomly) to weapon's damage. Critical usually causes 1000x weapon damage.
2. Gold is too easy to come by. There is an exploit that gives you infinite gold: buy, upgrade and sell again a weapon.
3. The heavier equipment has too many penalties (the lighter, cheaper equipment is usually much better). My suggestion is to reduce the penalties by 1 point for each point of strength. The award that reduces penalties could double that effect. That means a disciple with Strength 20 and the award could use a Long Sword with no penalty and a Claymore with only -10 penalty.
This is an excellent game. Congratulations, Toyrick! I have some "features requests". :)
1. Double rapiers are too good. Since rapiers IRL are as heavy as a long sword (it's a myth they are light weapons), I suggest giving them the same strength requirement as long swords.
2. Armors could have new graphics when you update them.
3. Defend stance is too niche and you have to change to something else during the duel. I suggest changing it to attack only when the opponent is fatigued instead of setting attack to 0. That way it would work on it's own like the others.
4. Equipment penalties are too much at lower levels. Maybe they could give a percentage reduction to stats instead of a fixed one.
5. Leadership could give only 1 extra level. That would make getting the awards a little harder. It's too easy right now.
Thanks for the feedback! I did only a tiny bit of research into swords and real life fighting, and some things I decided not to keep realistic (like dual swords stance.) I wasn't aware of the rapiers being as heavy as long swords but I think most players are like me and will want them to be light. 3: I tried attack 1 with defend but I didnt like it. And later in the game you get counter attacks and they work defend mode. 4: because of the way stats are used for calculations using percentage reduction would make the heavy equipment much worse at higher levels.
Didn't think of that, I will add a +5 or +10 levels skill button at some point. And that's a good idea for the new rivals I may spread them out a bit when I first add them.