Hello folks. Here goes my thoughts, it can be a bit long, so take a seat and grab a meal:
Nice to see new enemies in the game along with new equipment. I've read the story and it is also awesome.
Suggestions:
Can you add in a way for us to alocate the attribute points manually when leveling?
I really loved how the beetles can go away from weapon reach, but do you plan to add ranged weapons in the future?
It can be cool if you add affects like poison, freeze, stunned, confused and such.
In addition to different affects you may consider add different kinds of damage. Like fire, cold, lightning, earth, piercing, slashing, crushing... I know it will take time, but will allow a broad range of fighting styles and planning.
I'm not sure if you intend to add in the monk class in the future. But can you add in the unnarmed fighting skill for those who intend to not use a weapon? Also, you can add the disarm skill.
Can you implement a way to check the health of your characters during battle?
I'm not sure if we have this kind of thing yet, but can you add chests scattered on the maps?
Can you add in a way to view the stats of an equiped item?
Problems:
I found a boot, but could not equip it for some reason. Also, maybe if you add the boots to come in pairs, it is a bit odd to equip two different kinds of boots.
I got the following message when trying to drop a poor bronze boot:
Call stack size: 9
Function: string invmenu_callback(enhanced_menu@, string)
Function: string enhanced_menu::run_extended(string, bool, string, bool)
Function: object@ inv(int = 0, body_part@ = null)
Function: bool inventory_use()
Function: void mainLoop()
Function: void init()
Function: void playgame()
Function: void titlemenu(bool = true)
Function: void main()
I found the new party member can you allow us to control it's actions?
Best regards, Haramir.
The true blind is the one who refuses to see.