Bug: Code / Content
Priority - Low
To 2nd/3rd/4th other's feedback, recipe books do not all scribe recipes into the notation.
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Bug: Code
Priority - Low
The old "NPC meets gold = then claims they're insulted" ==> loss of reputation bug has reappeared in trading.
Seems to be based on attempting to sell damaged items for full price. i.e. if an item is not 100% durability, the engine lowers its price (?) but the NPC offers the full price and so on and so forth.
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Bug: Mechanics
Priority - Medium
Blacksmithing / Repairing is totally broken at the moment. Skill requirement is purely based on the % loss of durability, not the item level / quality. i.e. if your level 1 dagger is 10/100 durability, you will require 5 in blacksmithing. If your level 10 unique 2Hsword of DOOOOM is 90/100 it will require blacksmithing 1.
Obviously, this allows players to never have to raise their skill above 1 (or 2, see next point).
Skill is irritating / broken atm, and not fun. Armor doesn't seem to degrade at all compared to weapons.
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Bug: Code
Priority - Medium
Pretty damn sure that the perk "my precious", at least on melee weapons is
increasing durability loss by 75%, not reducing it.
Char 1: melee [1h / shield], with 'my precious' perk -- long battle, looses 18-20 odd durability
Char 2: melee [2h] without the perk -- same battle, looses 6-7 durability
Items have similar levels, are both uniques and so on.
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Bug: Code
Priority - Low
Using the treasure maps gives you waypoints. These disappear on quickload. But if you wander near them, they appear on map. Once found, the waypoints don't disappear, which is a little 'uncool' stylistically.
Odd, but nothing important.
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Bug: Code / Flags
Priority - Low
In the "Trap House" east of the city, using the lever in the SE corner to stop the fireballs in the last room [with bellows / forge] doesn't set them to be permanently off. Means you can wander back in + get nuked even though you've "completed" the challenge.
Irksome, just forces a reload once a player falls foul of it.
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Bug: Content
Priority - Low
In the 'back door garden entrance' on the way to the Trap House, if you fireball the huge poison lake there's no feedback, nor do the fountains stop spurting poison [with no effect]. Would be nice to set a flag where they stopped + message. ("Can you smell the roses now?"). Purely aesthetic but hey.
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Bug: Content
Priority - Low
The abandoned house that leads to the graveyard sewers in Cyseal has two level 10 doors (external upside; internal below). Couldn't find keys for them - meaning that you just have to slog at them with spells. ZZzz.
Not sure why they aren't a more appropriate level?
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Bug: Code / Loot tables
Priority - Medium
Rings:
1) Equipping two rings = one doesn't work [reported by many]
2) Ring of Telekinesis gives no skill bonus, merely +% resist shadow
3) Something's very wrong with the loot tables on rings (and amulets, to a lesser degree) -- telekinesis = 80% of all ring drops, +loremaster = 90% of all amulets.
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Bug: Content
Priority - Low
Paintings stack
really strangely. i.e. there are placements for them as "lent against wall" and so on, but if dragged / dropped from inventory, they act as if they're hung against an invisible wall.
Yes, you can make walls with them, in 4x4 blocks. Tee-hee.
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Bug: Content
Priority - Medium
Lever puzzle (Earth / Air / Fire / Water) is still a little strange, it took me a while to get it to work, even when I know the solution.
I was working on the principle that 1 wrong = puzzle resets, which works. Actually reading the hints - didn't provide the solution (either directly or swapping the two).
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Bug: Content
Priority - Low
If you find the dead sheep, and give it to Bert,
without talking to the mortician past the stage of finding the notebook you get an XP reward [yay] and next time you enter the morticians there's a scripted arrest [yay, very cool! reminds me of U:VI with the dodgy mortician near Yew / Empath].
This obviously skips the whole "return gold to Bert" part [not tested]
But...
Mortician never arrives in the prison and ceases to exist. (!) At least give him a cell!
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Bug: Content / Flags
Priority - Low / Medium
Digging graves in the graveyard to spawn "Dave" leads to a fight where:
1) Mutt of the year aggros & comes in on your side & has high inits
2) Dave refuses to target any PC / NPC barring the faithful mutt and had high inits...
3) Will 100% two-shot the NPC [tested multiple times] which leads to ...
4) You cannot resurrect animal NPCs.
This breaks a few things, and is very sad.

Solution - Said mutt shouldn't aggro! Note: tested @ around level 3/4 where you'd naturally meet this. Obviously, if you do it later, you'll one-shot the level 5 Dave - case study is based on party not being able to kill in 1 turn.
On a related note, if you dig up the grave of the woman's child, the mutt then spanks her for you.
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Bug: Code / Mechanics
Priority - Low / Medium
While going through the NPC dialogue in the new Rex Court fight [near trap villa], mages could move / summon / attack
while I was in dialogue with the Lord. This actually made it a lot easier, since both mages were toe-to-toe with my party when combat started.
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Bug: Mechanics
Priority - Medium
If you use Ice Wall on foes, who are then frozen within the wall, targeting them becomes a real chore. Especially with large mobs [e.g. Rex Court boss] who turn / get mixed up in the wall.
Not sure if they're meant to be targetable or not?
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Bug: Mechanics
Priority - Medium
Ice % fall checks are waaaay too strong still. It's almost 90%, meaning you can spank most things if you get them to trip up.
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Bug: Content
Priority - Low / Medium
NPC dog near the wolf den [on way to trap villa] has conversation via Pet Talk ("The hero I've been waiting for") and even joins in the fight against the wolf pack, but has no attendant mission / dialogue post fight.
Merely polish, but considered incomplete.
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Bug: Content / Mechanics
Priority - Medium
Reported by another player ingame -- he failed the charm mini-game with the entertainers / crowd warmer, and then couldn't finish either the crowd entertainment quest and therefore the missing skull quest.
Solution: if failed, give ~200 gp bribe option so player isn't stuck on x2 quests.
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Bug: Content
Priority - Medium
Quest to "confront the summoner of Rex".
a) If you find the diary first, your party tells you that you should seek out the man responsible
b) You can then actually get the quest from Arhu
c) A + B = NADA. Can't confront the guy.
Bit broken / unfinished, on many levels.
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Bug: Mechanics
Priority - Low / Medium
Undead mages can resurrect / heal mobs who have died, who then appear @ 10% health. They do nothing else
but heal / resurrect.
You get full XP on killing the raised mobs for the second, third time.
Ho-hum. XP FAAAAAAAAAAAAAAAAAAAAAAAAAARM. Wee!
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Bug: Balance
Priority - Medium / High
Skeleton archers get x2 ranged attacks / turn. Fair enough. They now also get x3 extremely strong dagger melee attacks using the same AP. This breaks their difficulty curve for the levels intended [i.e. before players have access to summons / ice wall / freeze etc] as closing to melee them actually makes them
far more dangerous.
Skele archers are currently wildly unbalanced for their level (4-6 range), and are better in melee than the fighter mobs.
Fix: Yeah, don't be giving them daggers and/or melee skills.
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Bug: Mechanics
Priority - Medium
User: LightningLockey reminded me of this.
Why. On. Earth. Do. All. Party. Members. Now. Readjust. On. Selection. Of. New. Lead?
Really painful, and they trigger stuff left / right / centre.
Formations = Good
Instant formation based on newly selected character lead = Bad
And yes, I noticed this triggering a lot of traps (i.e. over-riding the AI pathing to avoid "known" traps)
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Bug: Mechanics
Priority - Medium
Starlapse just reported it, but I've got it underlined four times in my notes.
Shields: un-equipping because?
1) Skill use?
2) Item use?
3) Special use?
4) Dialogue / trading?!
I couldn't work out what was triggering it, but suffice to say that a 1H / shield build is now dumping shield into inventory on a regular basis.
Put it this way: my main tank's uber unique shield found its way... into my mage's inventory
as the main fight with Evelyn was starting. (Que ~ lost round / wasted AP to swap it back)
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More when I've time. Difficulty balance is hard to judge given I know the content / mechanics, but I'm not facing any challenges. Again, lighthouse was the difficult part, I then spanked everything without a worry[* See below]. However, I am using the entire tool set / mechanics, so that's probably not a bad thing. The skill book costs are well balanced. Although I'm
rolling in gold, even having bought them all.
p.s.
Very nice work, you peeps should at least get a RPG award 2014, even with Wasteland 2 around!