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1) Always allow the full looting of enemies. If they're wearing it, let us have it! Especially vendors!
2) This was just the demo, but be sure to incorporate real-world and realistic consequences to PC actions.
3) I liked the crafting, but also did not like it. The functionality was fine, but the idea that something like salt would be hard to find, or that the town artisans would only have some of the parts necessary for the things you were trying to create. Also, the bought Cuirass seemed leagues better than even the tier two crafted armor. Why invest in crafting armor if for 112 gp you can get so much better?
4) I love that the world maps feel large. My concern is that there is a bunch of randomness to the things we find that may not make sense to the rest of the world-building.
A few common old-school CRPG exploits seem to be present:
1) Load area attacking
2) Drawing Aggro to local NPCs
3) Mobs were easy to kill by kiting
4) Mobs were easy to kill by funneling through world terrain barriers, such as breaks in fence lines, or trees and rocks.
A few bugs (?):
1) The Skinklets disappear if you only kill the Queen then leave and return
2) Clamreach citizens disappear when you go murdohobo on them
As an experiment, I attacked citizens of the town. ((Murdohobo stuff...)) Several 'disappeared'. I assume they ran away, but were they essential NPCs or something? The head cleric could not be found, but his acolyte and the wife were there.
Also, assuming there will be later game consequences for doing so, make it worthwhile. I had access to none of the vendor goods. Did they magically disappear? Also, NPCs attacking with a given weapon often did not have that weapon in their inventory.
I kite'd the wolves to the Barbarians and they killed them all for me. The wolves would not aggro towards the Barbarians, making it a one-way slaughter. You should update the NPC AI to not lock in on the main character only, so that the entire game is not undermined into a simple kiting simulator. Alternatively, you could make the friendly NPCs not attack other NPCs, but that does not make sense when a pack of six wolves comes running into their camp... Better to update the AI logic.
Also - unarmed builds are crazy OP. I'm doing 12 to 15 damage on average at level one. I am one-shot killing wolves and two-shot killing more powerful foes. I took out the Krompus frog in four hits.
An exploit and a glitch:
Exploit: At the cave with the lizards at the beginning. I am using a Thief / Archer build with the bow and the 'Make Space' ability. By luring the lizards to the cave entrance, I am able to fire the ability shot for 4 damage on average, exit the cave, wait for the cooldown, stealth, then reenter and repeat until all three are dead. I have not tried this the fast travel points but will asap.
Glitch: I lured all the wolves to the guy with the donkey with the intention of letting him die so I could loot him. He kills almost all of them, but the game crashes mid-combat when the last two or three wolves are left and his HP is very low (6-10 HP). I've reloaded and tried a few times with the same result. Arrows are precious, so I try to use NPCs when I can... :)