I have somehow discovered them because my main mobile is under repair and I'm started a game anew just to see the new items.
1 - Using the Princess as permanent henchman. Now that XPs are not divided per the number of henchmen,it is possible to keep the princess as a 6th fighter: failing that mission and missing the XPs is really worth having one more fighter but, even if it is so cool to have a pretty large army, she alters the game balance. In fact, even if her stats are terrible at the beginning (the main PC has a total 6 skill points while at level 0, the princess has 0), pretty soon she becomes able to hit monsters by rising her dexterity and to deal enough damage thanks to the high quantity of weapons in the early stages of the game; while those 6 skill points don't make any difference at very high levels.
Possible solutions make her to start at level 500 with no skill points, so it will be impossible to level her up and it will be extremely inconvenient to keep her in the party; or prevent her to equip any weapon, AND/or make her as part of more quests, (like the King to reward you with access to his special weapons and armors reserve, or making you the duke of one of his lands, maybe using one of the two empty maps).
2 - Crafting with the blacksmith provides too much gold at the beginning of the game. Crafting items to be sold is a needed solution at half game since monsters are no longer spawning items nor gold, and level 30+ items are very expensive but indispensable to complete the game.
But at the very beginning of the game it is possible for a level 5 party to enter the mines guarded by green orcs and get enough iron to build an iron sword, to be resold for 13K. That would allow any player to buy any weapon and armour in the game with no effort: just too easy! And it also prevents to enjoy the big range of equipment (that, imho, should be redistributed among more levels).
Possible solutions Make the blacksmith to offer crafting not after completing his quest to retrieve the 3 ingots but: A) when the party is at least at level 15 "come back when you are stronger and I will teach you how to craft items", OR .... B) triggering it with another quest, like "Quest 28. Sebastius quest (in cellar of library on map 3.2): bring a green flow spell, a wasp sting and a crafted iron plate to him. crafting is done at the blacksmith (1.-1)". Also because there are no low-level items to be crafted and so it would be totally useless.
also, a balista? Is it normal too, to have the chance to build a balista among the items to craft? Isnt' it one the "pets" for the MMORPG? Or have you introduced them in the RPG too?
other three things worth mentioning
PLEASE don't make crafting even more tedious! I've just seen that you have introduced the failure risk in the RPG too, where you loose the "ingredients" if crafting goes wrong. It is BORING! And just forces players to save and reload. What's the aim of this? How does it make the game more challenging or entertaining? It just worsens the game, making it even more frustrating and repetitive.
I can understand that it may have some point in the MMORPG, but why in the RPG when people are playing alone, by themselves?
For the same reason, please raise the drop rate from monsters to a minimum of 2% for very rare items (means one item for an average of 50 monsters killed - and probably more - which is more than fair to prove the game challenging enough) to 100% for common ones.
EG: Ghost archers should have a 100% rate to drop a steel bow and 2% to drop a swamp bow instead, blue-hat mushymen and blitzbees should always drop stins and other ingredients for crafting, since they are part of their own body.
Last but not least, please include some missing items from the MMORPG to the RPG that are supposedly coded but not available in the game because of the lack of archmonsters/bosses or other elements not ported from the MMORPG to the RPG.
You can add the missing ones till level 50 to the shop in the blitzbee island, like the pink boots; while the remaining in a new shop to be located in one of the maps that still have to be coded (0/2; 2/2) or have nothing inside (-1/2; 3/-3).
On map 2/2 it would be very nice to have a sort of stronghold to defend the other regions from vampires
