Moderate issue:

Bertia dialogue: When characters are discussing whether to give Bertia the money seized from the mortician, if controlled character argues to keep, other picks give, controlled caves in (all right, do it your way), it still resolves as if it was decided to keep the money. If they do the RPS game and the greedy one loses, it resolves properly.


Minor stuff (a couple are *really* minor, admittedly):

Two guards at starting area - dialogue issue - If you agree to go with them, one say something like "see, he means no harm." They should use he/she depending on the gender of the character they are talking to.

Once when resurrecting a character, my character body disappeared, leaving behind a paper doll shell of just the clothing. The character was still able to act, and the problem resolved on a teleport to the homestead.

Start with three characters linked together, and one that is not. All right next to each other. The unlinked character should be in the first position. If you try to link the character by dragging down to character 2 (but keeping the current order), you will get the message "Target group is too far away." This does not happen if the lone character is in position 4 and dragged to position 1 and linked at the same time, or if in position 1 and dragging to any other position.

Cecilia's behavior doesn't change regardless of the outcome of the RPS game. Perhaps this is intended, but perhaps she's supposed to at least be nicer when asking you to leave if you win?

Jeweler's Kit: Ring items have widely varied values for what appears to be the exact same item. Are the most costly ones are intended to give better results at higher CR or level? If so, using a different item would be preferable to give some indication of this. If not, I'd suggest making the cost the same.

After using a shovel, my character's weapon will be drawn. Seems like this is the only time that ever happens.

I cast Oath of Desecration on myself. I fumbled. The message I got was "Fumbled when trying to apply Consume on himself" It was also missing the period at the end.

Once, I successfully casted Oath of Desecration on myself (with a 90% success rate), and it applied, but then went away after one turn. I can't tell if that's a bug or not... It seems a little odd to have it checking the fail penalty each round after it's already been cast, if that's what's happening.

Another minor punctuation issue, on all "damage" combat messages, it looks like a space is being appended to the displayed string before the period is appended. This is sometimes causing a period to be placed on a line by itself (just looks bad, figure can be easily fixed).

If I one hit kill something while in sneak mode, I'll still get a "sneaking failed" message. I don't think the creature I just killed should be able to break my stealth in that instance. What'd be cool is if an action of that type temporarily decreased the stealth skill in order to make the character more noticeable, but if that action then went without notice, everything continues on like normal. If any attack is supposed to break stealth, then it shouldn't say that stealth failed, just pull me out of it.

Guerrilla shouldn't work on inanimate objects. smile

The bench by where the archer is caged is pointing the wrong way. If you sit on it, you end up facing the wall. I'm not going to check all the benches, just something I noticed.

If I force click on something (like a rat) to attack it, my character will slow down as he gets close to it. The rat, not wanting to be stabbed, sensibly moves away. My character could easily catch up and attack the rat, if only he would move full speed when I'm giving him an attack order. Normally that "slow down when nearing the target" logic looks nice (the spiders look really cool), but it's annoying when giving the command to force attack something that's moving.

I think rats give too much XP in the tutorial dungeon (and elsewhere). 90XP per, when the skeleton archers are only 45XP each and the end guy's two forms are 60XP each...