Bug - Content
Priority - Low
You can purchase the inn key off >old elf psycho< for 1gp without triggering him moving to the inn. This allows you to loot his room before he arrives - I forgot to check if this broke his script, something to check.
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Bug - Mechanics
Priority - Low / Medium
Along with certain skill bonuses not working (+1 sneaking comes to mind), the romantic trait only gives +1 to luck, no matter how much you have in it. I currently have +2 romantic, and am capped at 5 luck [base:2 / perk lucky rabbit +1 / gear + 1 / romantic +1]. However, it does appear that luck is working on loot drops (yay!).
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Bug - Content
Priority - Low
You can loot x2 smelly items from Cecil - boots from his room, his ring via the "swap trade items" bug [note: I assume that these criminal flagged items in inventory are there for pickpocketing when implemented], Jake only has one response for either. i.e. conversation flag is only triggered once. Not an issue, but might be if ring is stolen then sold and the boots not looted (?).
Cecil's Smelly ring doesn't appear to trigger Jake's conversation.
(Edit - scratch that; I had the ring in inventory on my pet-talking character, and it didn't trigger the option until I gave her the boots. Amended.)
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Bug - Mechanics
Priority - Medium
I took the assassin perk with a fighter - I cannot get backstab to work at all, even when starting fights behind an opponent; I'm presuming it isn't implemented yet. [It may be that backstab is also dependent on other skills? The fighter has luck 5, an attempt to max crits at the same time].
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Balance - Mechanics
Priority - Medium / High
Int 10 giving +2 skill points is INCREDIBLY unbalancing. Non-mages are totally outstripped even by level 5 (+8 SP). By level 8, that's +14 SP. At the very least, Str / Int / Dex should give bonus SP only to certain skill classes. e.g. Str 10 -> +2 SP for Warrior skills, Dex 10 -> +2 SP for Survivor skills, Int 10 -> +2 SP for Mage skills.
This would go a little way to balancing this issue.
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Balance - Mechanics
Priority - Low
Crafting a shield using rope + wooden lid only ever gives a wooden shield [not fully tested - level 3, crafting level 2 atm]. This is fine, however is an anomaly with regards to other progressing crafting skills. e.g. dagger + branch => spear that levels with the player level / crafting skill.
I don't think other shield crafting recipes are implemented atm; it might be the case that those "level up".
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Bug - Mechanics
Priority - Medium
This was noted in a prior build, but worth noting again. Playing around with the Conversation battles and attempting to force outcomes (e.g. using a charm:0 bonus vrs a rational:3 bonus to get the opposition outcome you'd like) often has the opposite effect. i.e. the player with the lower score wins the conversation battle. At the moment there doesn't seem to be any real consistency to the checks.
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Bug - Mechanics
Priority - Low / Medium
Again, testing the social bonuses, I am unsure if/when they come into effect. The hostile bonus (+5% damage) goes white when it is higher than compassion (leading me to think it has come into play), however it is hard to tell if it's stacking. My fighter currently has +5 (+25% damage bonus) through abusing the chicken* - I'm attempting to check if this is a stacking bonus. If it is, boy is that one to :cheese:.
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Rampant Sexist Nonsense Alert
Priority - Low / Medium
Having a conversation with the random woman in the market as a female character leads to the discussion over whether or not being threatened by males who approach to 'chat them up' in society is a rational response (HINT: YES IT IS, RAPE IS REALLY FUNNY BROS!), leading to...
A bold +1 or timid +1 bonus. Cut this shit out, it isn't clever nor is it funny. At the very least, a rational +1 / romantic +1 would be more correct in terms of correlation with the dialogue.
Oh, the bug? If you trigger this with a female character, you can spam the conversation bonus. i.e. multiple triggers.
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Bug - Mechanics
Priority - High
Over-all the social mechanics seem borked. Ones that effect Mage skills seem to work into the multiple regions (e.g. it is perfectly possible to get +3 to water magic) while those effecting Survivor skills seem either not to work (sneak), or to give only a +1 bonus (romantic seems capped at +1). Some seem only to work if the social trait is white (i.e. higher than its opposite) while some give both bonuses; this may be because some social traits don't have bonuses.
Over-all, the social traits favor mages to an extreme at this point, and need consistency to allow players to abuse the crap out of the conversation trees build a character they'd like.
Suggestions:
1) Make it clear if being active (white) triggers the bonus or not. If this is the case, make it extremely clear to the player.
2) Stacking bonuses clearly favors mages, as their primary skills, as do the social skills benefiting said skills.
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Bug - Content Omission?
Priority - Low
Given the amount of banter surrounding joining the 5 conversations (regarding loot / willing to be lead etc), it's strange that refusing to join the 5 (which is the entirely sane thing to do, given you are source hunters and they're quite clearly all poseurs) gives no bonuses. In fact, it cuts down a quest.
Suggestion: have a quest fork for finding Tom. e.g. "Proving the 5's incompetence".
*Now there's an out-of-context quote!
Last edited by SteamUser; 12/02/14 01:31 PM.