I've updated the list again. I removed some items that were no longer applicable (there may still be some items that have been resolved on the list, though), changed the wording on some items (particularly in the Gameplay section since it got too long for the forum to handle), and added the following items:

Interface
When right-clicking on an item in your inventory, the “Send to” list should be in party order. Currently, it seems to be in the order in which they joined the party instead.

Controls
In Controls, show the ~ instead of the word “Grave”. Nobody knows what “Grave” means in this context. I had to look it up. Most games show that key as the tilde mark even though you have to hold shift to get it, just because people know where that key is and it’s hard to tell the difference between ` and ‘. But they don’t put “Grave”.

Add a toggle for timestamps in Chat. Also add timestamps in Chat.

Gameplay
If you save Gareth before talking to Tarlene, the conversation with her goes a bit weird. You tell her that you’ve already saved Gareth and he’s back at the camp, but if you then “ask her why she’s out here watching”, she tells you that her boss (Gareth) went into the ruins and may or may not be dead, at which point you can offer to go find this guy that you’ve already told this woman that you’ve saved. The fix would probably be that, if you tell her you saved Gareth, drop the “ask her why she’s out here watching” dialogue option.

If AI is going to follow-up Tactical Retreat (or other displacement abilities) with an attack, they should not retreat away beyond attack range. It just exhausts their AP when they run back into range. It seems like they always retreat to maximum distance despite their next action.

I've seen many enemies attack a couple times, then, as their last action for the turn, apply buffs. If an enemy is going to apply buffs, they should do so before attacking.

I've seen a few times where an enemy throws a grenade, but it doesn't quite make it to my characters, however it does hit other enemies (allies of that guy). There might need to be a range check before tossing grenades to make sure it'll actually hit the intended target. Also, they should try to avoid hitting their allies (and themselves) in the blast.

I've seen quite a few times where an enemy will go up a ladder, then immediately go back down the ladder. I have no idea why they do this, so I don't actually have a suggestion here. I'm just pointing out that they do that, and shouldn't.

AI should not attack someone who is immune to an element with that element. Maybe one attack, but they should realize it’s ineffective after that. For instance, AI should not use poison attack on those with the Zombie trait.

AI that is Burning should avoid running into poison clouds and oil puddles unless my characters are also in those areas. If my characters aren’t in it, that AI character will surely die, but without purpose. At least if my characters are in there, they’re going to take damage as well.

AI should not use abilities that only apply a status effect (that being they do not deal damage) on characters that have the appropriate armor remaining to block it. For instance, if I've got 1 magic armor, that's enough to block Decaying Touch, but the AI will still use it on me, even though it will have no effect.

NPCs out-of-combat should not allow the player to repeatedly attack them without retaliation.

The speed my character/party walks out-of-combat should be determined by the length of the assigned path, not the direct distance between their current position and their destination. Currently, if you’re standing on one side of a wall, and you tell your character to move to the other side, even if they have to walk a great distance to get there, they will still walk very slow.

During combat, it’s very difficult to move on/near a corpse or other lootable object, on account of that object being a mouse magnet (meaning that if the mouse is anywhere near it, it becomes an interactable object, thus becoming the only action you can do there). I’m generally not looting things during combat, but I am generally moving around, so I need the interface to accommodate movement over looting. Perhaps decrease the area around the object that can be used to loot it during combat, or make another way to move to that spot other than assigning a character to move past it and then right-clicking at the right time (which is currently the only way I know of to do it, and it’s very hard to make sure you’re not spending an extra AP doing it this way).

Bugs
The tooltip for the Blinded status doesn’t say what it does.

After using the blood rose potion, my character cannot heal up to her maximum health.

The memory gained from the blood rose potion cannot be used. You get the memory slot, but you can’t put anything in it.

The blood rose potion says it’s permanent, but you lose it on death. I don’t know if that’s the way it’s intended, but if it is, the description needs to be changed from “permanent” to just an effect without a duration.

When talking to Necromancer Tasmyn, he says “She were a canny lass”. Should be “was” instead of “were”.

When clicking on the chat input bar (where you type messages), if you click on the left side once, it activates as it should, but on the right-side you have to click twice to get it to activate. There is no visual difference between the sides, so it seems like this shouldn’t be the case.

Sometimes after dialogue, the zoom level does not return to what it was. I haven’t figured out any consistency for this.

Sometimes a character in my party will just start going somewhere different than the rest of my party for no reason. One time I didn’t notice she was gone until she was halfway across the map (I was doing inventory stuff). It’s not actually a particular character; any character will do it, even the one I’m directly controlling. I’m not sure what causes it. I think it may be that the character couldn’t find a path and just freaked out.

Last edited by Darxim; 15/11/16 01:23 PM. Reason: missed "thats is Burning" on one of the items