Thanks for the quick reply.

Yeah, the minigame would work better against a human player. Computers can't bluff well.

If that tutorial is what you consider "very basic" then I'm sure I will be really impressed by the final version. I don't really have any problems with the tutorial, I just note that "loot + XP" is pretty much an irresistible combination for RPG players. Maybe toss in a couple books/bits of story giving a little lore on whose tomb this is (it's not King Braccus', I'm certain).

I'm glad to hear that about the observatory will show something. Things aren't always obvious, just making sure.


I've said this before, but the biggest gripe I had about the Source being vague is when the Source Hunters find the apparent murder weapon, declare it to be the murder weapon, and then when you present it to the suspect, they go "what are you, an idiot? Jake was killed by magic." I really did feel like an idiot, and it made my characters seem like idiots. I think it was supposed to be an indication that the suspect didn't know about how Source magic works, but because I didn't know either, it had the opposite effect.

Ooh, maybe the Source Hunters manual could contain a section about what signs you should look for on the body of a person suspected of being killed by Source magic/a Sourcerer. That ties in with wanting to see Jake's body to be certain.


Originally Posted by Fanest
About character building: starting skill selections, attributes, action points etc


  • when u go over attributes or when u add points to attributes there has to be a pop-up message about how much will adding a point/your current attribute:
    increase max action points, decrease cost of action points for certain actions, increase health etc.

    You can't just say what certain attribute effect u have to present real numbers by how much!


You can put points in without committing, and that does show you the effect. It could be made a bit clearer, though.


Quote
[*]why cant we select our own starting skills - we can modify almost everything but no starting skills? why? -
just put all starting skills of all current "classes" and let us pick what we want


That is coming, it's just not in yet.


Quote
[*]since action points are the main thing in combat it is essential to have a little window (or smt similar) in character building telling us how many AP we get at beginning of battle, how many we get each turn and max number of AP of the current build. This is very important info without which i find it very hard to build character that i want.


In your inventory screen, you can hover over the "Action Points" indication and it will tell you exactly that information, and what affects it.

Last edited by Stabbey; 03/04/14 06:45 PM. Reason: the suspect