I'm also extremely against these permanent fields. Especially with the exceptions fire and smoke it feels extremely inkonsistent. Also with the world interaction per se, like ice melting in the sun or water drained by heat, and so on.

As for the AI:

I like the fact, that most enemies now use their skills in a more flexible way. That's nice! But sadly for the most the power of the "new AI" comes from bugs and overinflated values, making gameplay quite antifun and really tedious. (and thanks to permanent surfaces you now even have to clean up afterwards...)
For example the voidwoken worm is really ridiculous, can teleport across the whole map now (had a character flee from combat to the shrine of lucien and the worm tunneled directly to his position), the tunneling AoE also bypasses protection... beside of all the "normal" aspects like his massive damage and so on.
Imho up to ~250 dmg each round at that lvl with no real way to protect is a bit overdone.
Managed to kill it in the end... by teleporting his prime target, my weakest character sebille, into his cursed fire. He followed, killed her, and the rest of my party ended combat (flee), he then slowly died, waiting in the fire.
What can I say... distilled anti-fun.

As for the "heaps of gold in the beginning"... I can just say: Huh...?
I actually had a lot less gold in the 2 playthroughs in this patch. Plus the fact that dropped equipment was much worse, only a bit countered by the new unique items placed on some enemies. Wasn't even able to purchase all the needed skills, let alone sufficient equipment.
Not that a lot of merchants would offer anything useful at all...

On the plus side I have to note the "handplaced loot". Feels a bit clumsy and underwhelming the way it's done right now, but it's a first step! Nice! Expand that, at best remove the RNG item enchantment-system, and extend crafting and we're golden!


Last edited by Seelenernter; 06/02/17 03:19 PM.

Think for yourself! Or others will do it...