Thanks for your quick answer (to the critical value remark)!
However for me this formula doesn't give enough incentive to invest into the critical value. with a critical hit chance of let's say 15% (which is pretty good already), with 100 attack and 100 crit, this would give my average hit 85%*100+15%*150=107,5 damage
If I had invested more in attack (150 attack, 50 crit), this gives me an average attack damage of 85%*150+15%*175=153,75 damage
Of course I could boost my critical hit value, but due to the randomness of drops and the trade-off in not taking other boni (like cleave), in my eyes, this does not pay off. You should somehow change the formula. Like attack*0,8+2xcrit
Why would I want to ever update "critical", if it anyway just adds that amount (5) to a hit, when I can have the same bonus permanently when updating attack?
I have to admit I gave the "Papa's XYZ" series consistently bad ratings because they were essentially always the same without much innovation. But this one adds some really nice twists and new ideas. Good job!
Especially now one is motivated to really produce the best "pieces" instead of just thinking "oh well, I'll just work more game days"
Guys... the "throwing backwards"-crash is NOT a joke!
Don't try it.
Nothing special will happen, except that your browser will crash.
Besides - who would throw a paperplane backwards anyway?
It was quite bugged.
I conquered several regions where the region had several thousand soldiers, without using them. Also when I made armies with 999 soldiers, the number in stock didn't decrease, but stayed at 4000.
Wow nice math skills, you do the math for my game! =)