OK, made a little further progress with "Religious Conflict".
First off, the typos are all in readables in the first mission (he spells golems as "gollums") I haven't seen any of note in the second mission. That doesn't mean that the readables in the second mission are good, though. Remember the wizard in Heroine's Quest, the one who spoke in a manner that repeated a lot of things, because things needed repeating and tended to get repeated anyway? Yeah, whomever wrote these readables has a degree in Tautology from the University of Reduncancy.
Second, the music in the first mission is amazing. It's a very strange selection of tunes, but except for the 'title theme' they all work well.
Thirdly, the graphics, architecture and aesthetics of the second mission are UNBELIEVABLE at times. That chapel is jaw-droppingingly awesome. The mission uses a lot of textures and images from other sources, like Gothic, Quake and Discworld's Death makes more than one appearance.
Fourthly, there are some bizarre design decisions going on here. The first mission involves visiting a castle, a mansion and a Keeper's Compound, in that order. There is no deviation possible from this path, yet there's a door leading directly to the mansion from the starting point, and the gate is locked and needs a key - except you can get the key early on, but it only works from the OTHER SIDE. Because reasons. Would it have killed him to simply have a lock on the wall on the other side to show that you're supposed to unlock the gate from there?
And on Expert the loot requirements are roughly 95% of all the loot in the mission - so prepare for a hunt. Fortunately a lootlist is provided with the mission.