I played a good long session today, culminating in a co-op fight against the Sparkmaster 5000, which wasn't going so great until I gave in and used Winterbreath with my last surviving companion to kill the thing from half-health.

Here's a bunch more feedback/suggestions.

  • There�s more to Traps then just throwing a trap down can calling it a day. Placement is the key, and it needs some work. The Scarecrow exploding trap (x:88, y:148) is good, but it is missing a key ingredient: A lure to get the adventurer within range. Some goodies should be placed at the feet of the scarecrow.
  • The chest at x: 75, y: 228 has a mine in front of it, but the mine isn�t an obstacle, defeating the purpose. I suggest moving the chest back between the rocks (to x:72, y:230), and the mine as well, so that the mine is more dangerous.
  • Players also get annoyed when they seemingly explode for no reason. If they step on a trap, I suggest that feedback in the form of [Trap Triggered!] pop up, in the same manner as the �Exploration XP� pop-ups and such. If they have the feedback, then they know what happened and can take steps to be more cautious in the future.
  • Combat encounter at (x: 55, y: 128). This house has a bomber, a mage and an archer. The bomber will be blown up after 1-2 turns, leaving only the mage and archer inside, and the only way to approach them is from one direction. There aren�t any other options to approach them. Also, with the bomber dead, there are two ranged enemies. I suggest adding a zombie inside behind the bomber.
  • Lighthouse Horror. I am glad that the boss has much higher health. I had hoped that would be enough to make the encounter a lot more challenging, but I was mistaken. I think the issue is that the horror only does two things: It buffs its minions at the start of the fight, and revives them when they die. It has no other spells, and it only seems to revive one or two of them. After that it does basically nothing in the fight. If you stand someone next to it in melee range, the boss swipes at it, but misses most of the time and does only 1 damage when it does hit. The boss could probably use an offensive spell or two so it does something.
  • Some players aren�t happy with what they consider �pixel hunting� for keys in the main quest. They think the keys are too hard to see, and don�t like having to hold down Alt.
  • Larian, do you think you could implement some kind of �auto-move� that you could toggle with a key to have your character automatically walk towards the cursor, so you could have them move around without having to keep clicking repeatedly? I suppose tht holding the mouse button down to move is close enough.
  • A lot of the placeholder portraits show the NPC�s shoulders and upper body. That means there�s not so much room for the face. Portraits should be restricted to the head, showing too much makes it feel like I�m squinting.
  • Cute Dogs fight � I triggered the Cute Dogs fight from the north side. My rogue�s first move was to walk into the bushes and enter Sneak mode, and then my Mage teleported the closest dog farther away. I moved my companions, and when the dogs turn came around again, combat ended, because I guess they could no longer see anyone to fight.
  • Fire attack + Ice surface should = Water surface. Right now it just becomes fire surface.
  • Ice surfaces from Ice Wall and dead Ice Elementals stay around too long. surfaces from Ice Shard work properly, becoming water after a while.
  • I�d like it if you could cast buffs/heals on your teammates by selecting the spell, and then clicking it on their portrait. If they�re in range, of course.
  • Something new in this patch: Daggers/Knives cost 2 AP to use� and they attack TWICE per command, effectively making them 1 AP per attack. Still not as good as getting the "Backstab with any weapon talent".
  • The Fleetfooted/Rosy-Cheeked Talents currently do not stack with your Recovery AP. That seems wrong, they should stack with your Recovery AP, otherwise those Talents are rather useless. Just having them increase your Max AP and/or first turn AP isn't enough utility in my opinion.
  • The enemies at the Lighthouse do not share the resistances/weaknesses of the Undead. Is this intended?
  • I decided to let an Undead Bomber deliberately explode on my level 5 Rogue. It did 3 damage, reducing his health from 132 to 129. I think they might be bugged.
  • When you Ctrl + mouse over your PARTY MEMBERS, you should be able to see all their stats, even without any points into Loremaster at all. There�s no good reason to hide that information, and a lot of reasons not to.
  • Sometimes, it�s impossible to tell where you need to stand to get a backstab. Enemies in combat face in a direction and can kinda shift their stance a bit, making it hard to figure out where you need to stand to get a backstab. Many times I�ve thought I was standing in the right spot, but didn�t get a Backstab or Backstab failed message � I was doing a normal attack. Maybe some little chevron or directional indicator so you know where to stand to do a backstab.