Ah, I remember this game... bought it a couple years ago. It wasn't bad, but I stopped playing because Cannonade kept crashing the game. By the way, Goblin Heroes are completely overpowered; you should probably nerf the gain to +1 attack instead of 2.
My preferred method for Tellunos from several years ago was War/Cleric/Conj/Ranger, take all the group buffs since they have infinite duration as survival is "one big fight." Then stack up armor. I was able to last past wave 130; I don't know how high I could go because at this point I got bored and quit. When you're fighting level 20+ monsters with your level 10 team, things take a very long time to die.
I had this bug where my guy would continually try to move left on dungeon maps, this happened even after reloading, so it's not the normal flash "stuck input" thing that can happen when you accidentally right click or tab out.
Hrm, well, I disagree. I feel that the spear is definitely the best weapon for the cavalier because in late game you simply cannot allow bladewings or catapults to attack; your walls have too few HP and can't be repaired. You need to have charge so as to be able to eliminate enemies quickly, especially since the warrior desperately needs guards too and his damage special cannot be relied upon to clear the lane. Plus, use of charge also increases the damage credited to the cavalier himself, which helps him level faster.
Call to arms is also immensely powerful, especially in conjunction with magic mirror. I don't think the cavalier is weak at all.
Warrior is actually the weakest lane in the later levels since you can't simply soak your way through AOE and wall damage. Also, his direct damage special is by far the weakest one since it does less damage to secondary targets and also suffers from a long animation.
Yeah, I understand that the limit on per-purchase quantity is there to simulate the fact that you can't move arbitrary quantities at the existing price, but come on. The final order is 720 crates, and it takes a week or more to make a deal, so if you don't have any stock you literally CANNOT fill the order before the "due date." At this point prices are typically so high that it's unrealistic to suggest that anybody but you and a few elites in Beijing are getting any tea, which means that you are saying that ALL OF CHINA cannot fill the demand of the upper crust of an island nation of 20 MILLION OR FEWER.
Everyone in the House of Lords must be doing tea bongs while hooked up to a tea IV and wearing a catheter. Seriously, the final screen says I shipped almost 700 billion cups of tea, over the course of 10 years, that is 35000 cups of tea for every British citizen!
It's pretty hard to get 10km flights since there's always the risk when you're coming in for a windmill that a gust of wind will put you right on the ground.
Every level beyond about 10 is impossible if the computers gang up on you, which happens about 90% of the time. Basically you're forced to restart until they randomly choose not to, which is stupid and frustrating.
So with respect to the [flying] [flying] thing, apparently the scout bar became bugged to show a lot of waves as flying that aren't, and if it that bug affects a wave that actually is flying it shows [flying] twice.
Another minor complaint: since armor is flat damage reduction, armor penetration is a flat damage increase against units that have armor. But the units that can get armor penetration typically have high damage per hit already, meaning that the regular % damage increase skills increase damage more even against armored targets (and of course work on unarmored targets also) so that it's really only useful for filling prerequisites for more damage. On the other hand, units that have low damage and therefore most desperately need armor penetration can't get it, meaning that no matter how you build them they're nearly useless against anything with more than 4-5 armor.
Ro9qe, apparently if you look closely at the unit, you'll see a small symbol there, it'll be either a sword, bow, or twinkle. That'll tell you the unit type. So alchemists are ranged.
Pretty much the most obnoxious enemies in the game are flying high armor monsters since what would normally be your best options for killing them all suddenly suck due to the armor.
So the game looks excellent, but if I may make one comment, it'd be nice if the element types showed you exactly what they were when you moused over them. Fire is quite obvious but for example, energy used to be purple in the older Protector games, however the purple cloud (fist?) emblem is physical here. It's quick to figure it out by trial and error, so this is just a minor complaint. The Protectopedia does not include a reference, which is also unfortunate.