Originally Posted by the_wakeful

[...]I had 4500 experience of the 3500 needed to hit the next level.


This is a little confusing since the experience you have is shown like in every other RPG, but the needed points are really the actually points left until level up.
(for example: you have 1000 exp and need 2000xp for level 2, the needed xp to level up shows 1000 xp, counting from your actual xp value instead of counting from zero, it's the difference between the terms "needed xp for level up" and "xp left until level up")

Originally Posted by the_wakeful

Leveling up is just spending skill and ability points, right? Like I mentioned above, after leveling up, the exp indicator didn't update with the next amount.


You get skill point(s) every level and one attribute point every 2 levels and one trait every 2 levels. The number of skill points awarded for level up rise at char.-level 5 so you will get 2 per level up and eventually more at higher char.-levels.

Originally Posted by the_wakeful

How does the guerrilla skill (double damage when sneaking) work? If I attack while sneaking, my character immediately comes out of sneak. Is the double damage being applied?


good question, i didn't actually play around much with the sneak ability, but you are able to initiate round based combat when doing the first attack out of real time while sneaking, since beta start you are able to go in sneak mode while in combat as well (considering no enemy sees your character). I don't know if there are additional mechanics implemented like backstabbing out of sneaking or actual bonus damage when attacking the back of an enemy without sneaking (which would then add to sneak double damage as well when attacking the back of an enemy).

Originally Posted by the_wakeful

In the opening level on the beach, a legionare walked into a lake of fire my mage had created. After combat ended, the legionares were hostile towards me and I had to kill the one that caught fire. Seems to be a bug?


yes and no, since it's hard to realize for the game/computer whether or not you do things on purpose while fighting, killing your allies in combat may happen but isn't the neat way, especially when you think of all the possibilities to kill allies in a fight. Sometimes it's inevitable to hurt (especially) NPC allies with bad positioning, but there should be a (temporary in-fight) gain of attitude when healing in combat, so you would make up for the damage you did.

Originally Posted by the_wakeful

Any help with basic character stats would be appreciated. I know the basics of DnD style rpgs, of course, but each game has it's own quirks and it would help to know which skills and abilities help each class the most. For example, raising one of the skills on my mage that indicated it increased AP, didn't actually increase the AP value after applied.


Ye...the problem is some tooltips are "buggy" and don't actually show the right value and you don't have numbers at all in the skill-description (except for way-of-warrior/hunter or whatever it is called). For example the trait which gives you 10% damage on smashing weapons is not included in the damage tab at the character sheet, or it's buggy because hovering over the value tells me "+10% from this trait" but actually does not update the number calculated.

For me it worked out to give both main chars some secondary skills like pick lock or crafting as well as obvious main abilities like one/two handed or bow/crossbow in addition to the "way-of-***" ability and the armor skill.
On mages i tend to skill 2-3 different elements/"schools of magic", because you are able to use "+x points to ability" equipment to learn spells you couldn't without the gear - but use without the gear once learned. This should be fixed so you may learn and use spells but when you actually lose the requirements of the skill, it should be deactivated. Same goes for intelligence from items and potions/food. Maybe you will need to make debuffs work a little different because casting -x intelligence debuff on an enemy makes him unable to cast high level skills then - could be fun or extremely annoying.

As for traits you want the one with the +1 attribute, maybe the +2 on skill points (but consider using traits like the one giving +1 repair and +1 crafting which are yount as 10 skill points in the end because u need just a base value of 4 to get to 5. When getting over 5 points will make sense at all this would be further interesting. As for some skills there are "hard caps" needed because they aren't scaleable, at least how system works for now this is the crafting ability for example, because you have defined constant skill values as requirement in the database (but no benefit for getting above this border).
I don't like this stand up again after getting killed trait because when you at the point where your tank dies you did something wrong in the first place. Attack of opportunity, elemental ranger for ranger, more range for mages, there are a lot more or less usable traits...Talk with animals...and so on when you have all the fight-traits u want get some social ones. Social abilities are of not much use but i think its fun in every RPG to talk your way as far as it is possible. (like Planescape:Torment where doing the social way actually gave you hell more XP than slaughter your way to the goal. And you could do most of the game without fighting...)

Last edited by XaKoS; 06/04/14 12:31 PM.

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---XaKoS