On the subject of maps, chapter 4 is so different from how the entire rest of the game is structured that the sheer contrast makes it that much more striking. Like to be as vague as possible, there's zero access to the world map for the entirety of that chapter, and there are different ways to get to various areas. I'd say it's actually the closest the game gets to DOS/BG3 in map design philosophy.
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There are in-game hints that seemingly point to the next game likely being Ruins of Azlant rather than the previously believed Iron Gods. From what I've looked into how the AP is structured, it's based around an attempt to colonize a former continent and cradle of human civilization, that got shattered into a chain of islands by an event called Earthfall in the super distant past (something a certain recurring NPC exclusive to the cRPGs has a deep connection to). The first half of the AP seemingly focuses on the settlement itself with survival/mystery themes (and I bring this up because it sounds like there won't be much of a world map to speak of), and the last half shifts gears into dungeon delving into a bunch of ancient ruins. The big feature of the AP is apparently underwater combat. It seems like a really interesting premise.
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How has my playthrough been going so far? I just hit chapter 3 myself, and...
...Yeah. Single classed Eldritch Archer gonna Eldritch Archer. Before anyone asks, I didn't roll 4 separate crits in a row, what happens is that Eldritch Archer gets the ability to infuse certain spells into their first arrow every round. The downside is that this converts the compatible spells from targeting touch AC into actual AC, and that one roll will determine whether both the arrow and the entirety of the spell hits or misses. But if that initial arrow crits, especially with a Scorching Ray behind it... The results are pretty explosive. Especially since Scorching Ray normally rolls each ray separately, but EA's ranged spellstrike apparently has them all use the same attack roll.