Some more notes
1) Ranger attack animation was better in DOS1, hope you are going to bring it back. Lizard animations and animation for attack with a staff are also not so good.

2) When we are in a fight with my party, I we can't know enemy's resistances until the turn of a hero with loremaster comes. That shouldn't be so.

3) AP system in DOS1 was much more flexible. I liked and often used that feature when you spent 1 more AP on your attack, but it had more accuracy or damage. You could let abilities take less AP if there are a lot of points spent on some skill. There are so many interesting things you could do.

4) Why not change the way armor and vitality work. I think it would be better if armor and vitality were reduced equally from attacks, but the chance of setting a status on unit would be 2 times less if he has some armor. With this logic constitution would be great as a measure against falling under effects if you make it reduce the chance of getting debuffed.

5) Noticed that in DOS1 EE you dramatically reduced the amount of books that gave 1 Int for the cost of 1 Wits and let that secret shop have only 1 book for attributes and 1 for skillpoints (you could buy one every level before). In DOS2 I haven't seen any, but there is more need in them.

6) Should have a buff from air magic to improve dodging ability of an allied unit for some turns.

7) Oil is really overpowered. 100% chance to apply slow status, good aoe, penalty on ability points gain, sick movespeed penalty. Just telekinesis+fossil strike to get rid of at least 2 units for one turn. NPCs don't do shit if they are in oil, they just try to run away from it.

8) APs should be spent after you move some distance, not before. You have only 4 AP per turn and spending 1 AP to hit a target that stands 0.5m further than you need or to walk 0.2m to gain vision over enemy model is too much.

9) I noticed that preparing your heroes position before the fight doesn't require much brain (just let the most tanky initiate and others stand behind far enough from each other so that they don't get caught by one arrow or fossil strike), but makes a fight much more easy. Why not make some default posisions, or block the way back after the fight begins? (some falling trees, stones or magical barriers would do). For example that fight where you meet some strong voidwoken at highground, and some skeletons in other highgrounds. The fight would be much more interesting if I started it in the middle of the trap whatever pass I came from.

10) Don't think that either in DOS1 or DOS2 there is a way to reliably earn some money and do it whenever you want. Some cliched quests like saving some group, killing some monster, fighting in arena would do. Now the only way of getting really good items is picking up all the trash map has, then maximizing your bartering and thievery and buying it from gareth and zaleskar after you reach lvl 7. If you like shopping every lvl, you won't have money to trade by the end of the map.

Bugs
1) Models are standing when a knocked down status applied, happens often.

2) When casting fast, sound effects and animations pass, but APs not spent and no damage dealt.

3) Didn't have any dialog with Gareth or whoever after Shriekers were killed. I went to pick up the chest from right side of the map and saw noone after came back.

4) If I save Elodi by killing Griff's friends, the quest is completed, but if I just save her without killing, nothing happens, it is incompleted till the end, and I found no way to finish it.

5) Childsplay quest (if I remember the name) with Han also wasn't completed, don't know why.

6) There are too many incompleted quests and I don't know what to do with them. I guess, some of them will be finished outside the island.

7) When you try to hit an enemy with range attack or spell and you see only a little bit of his body inside the range, you try to aim at him and for a moment you find a place that shows that you actually may hit him, but then it instantly dissapears. And you actually can't hit him, but you keep aiming for 10-20 seconds before giving up. It is annoying. It happens when you aim at the enemy and pass the range cap with your mouse.

Last edited by Hewman; 07/01/17 08:57 AM.