- Allow naming of saves, sometimes I save to test out specific scenarios and right now I have to take notes to keep track of which number it is
- Any display modifiers for items in personal inventory should also be applied to items in the party inventory, e.g., I can see which items I can equip, which scrolls I can learn, etc. (has been mentioned by another somewhere too).
- Show when casting a spell will trigger an AoO similar to how it shows when moving, sometimes I forget that a larger enemy has reach
- Consider making defensive casting available in the main combat action menu, not only the spec sheet, and have some kind of very conspicuous display of whether it is on during combat. Also, stop the resetting of defensive casting that happens at various times, like leveling up or switching map levels, etc.
- Precise Shot Feat (and apply it to ranged touch attacks), and Improved version, to help with builds that want to focus on either archery or ranged touch spells
- Add keyboard shortcuts for inventory actions equip, split, learn, etc. (unless they are already there and I just missed them?).
- Allow applicable k/b shortcuts to work from the main menu, i.e. F1 for help should work from there, also O for options.
- A way to use items directly from the main screen without going through the inventory screen (outside of combat)
- When selecting an item to use in a dialog encounter, allow it to be selected directly from the party inventory, rather than having to move it to char inventory first (also avoids having to switch chars if inventory full)
-In cases where the object that needs to be used is obvious/not supposed to be a puzzle, like a very specific quest object to unlock a door, maybe skip the inventory screen altogether and just use a dialog option or automatically unlock the door when it is clicked and say (you used xxx key), I think you actually did this for exiting the sewers, maybe could also do it for e.g. exiting the crypt. - In the witch dialogs for selecting a scroll:
1. Allow right clicking on the spell name in the dialog to see the description of the spell
2. Allow me to change my mind about which spell class I picked
Together the above help me to browse for what I want during the dialog, rather than having to study it separately - Show the XP tables somewhere in help (or did I miss it?)
- Help part III "Spells and Psionic Powers": Spells and Psionic Powers are both linked to one overview page. I keep clicking on Psionic Powers there expecting to go right to the psionicist list by level. It is really one link to the overview page, so make the whole line one link instead of two. Also I noticed the help is inconsistent on "psionic powers" vs. "psionicist powers"
- When I switch characters with the arrow keys it tends to jump to different tabs. Where applicable it should stay on the same tab I am already on. E.g. I want to quickly tab through all the spec sheets to turn off defensive casting, I have to do all these extra clicks to change tabs each time I switch to a new character.
- If I have an inventory container open let me drag from the party inventory directly into it, or at a minimum, if I drag an item from the party inventory into the current char inventory, don't close the container I already have open
- If you mouse over a useable weapon/armor in inventory, it shows you the stats if equipped (ideally with comparison to currently equipped)
- Something needs to be done about having the concept of an "active" character selection I think. Sometimes the character that shows up when I hit a shortcut like "i" or "v" is not the same one I am currently viewing, it jumps to the main char or something. Maybe the upper right character list can maintain a state of who is currently selected and can be clicked to change the selection, something like that. It could also be used for using items outside of combat, and selected by the number keys. There may be some of that functionality already but the UI is a bit hard to grasp at times, not clear why it is bringing up a certain character, etc. Some improvements could be made here I think. Edit to add: I identified a specific scenario that was bugging me. When I use a healing item with my non-main character, and then I want to use another, I hit "i", but that character has lost focus and it goes back to the main again. It should remember who was the last char to have focus and not automatically go back to the main after 1 action completes. That is just one example of how this can be improved.
- All scrolls should label the spell's base class (wizard, druid, etc).
- Allow an option for quick load to load the latest save, not necessarily the quick save
Added in edits: - Mentioned elsewhere, but add flat (not by class) alphabetical lists for spells, powers, feats, etc. You may find a scroll and not even know what class it is for let alone what level, so you either have to go online to look it up (and hope it isn't something customized for the game), or take a long time browsing through all the classes/levels.
- Now that there are a lot of settings that can impact difficulty, for the Steam release, to avoid a lot of negative reviews due to difficulty (investigate what happened to Pathfinder KM, though that was also bugs), I suggest packaging up sets of these options into some difficulty presets (still allow player to change at any time). For example, the 1.0 original settings could be "insane", selecting all of the easiest options for feats/stats/etc. could be "easy", and then find some in-between for "normal" and "hard". Suggest making normal not very hard either, to be safe (including starting at level 2 and no gold for leveling probably). Not sure if you are still considering things like reducing the numbers of enemies or lowering enemy stats (like SR, saves), which could also be good to fold into difficulty levels (but may be too much work).
- When moving in combat, if I highlight a path and go too far, into the red arrows, it should still let me click to travel along that path up to the farthest yellow arrow, I shouldn't have to adjust the path to the exact stopping point. Or maybe just get rid of the red arrows and stop the path at the yellow, not sure what it adds, it isn't like a TBS game where it remembers the path and the unit can automatically travel more of the path the next turn (like HoMM or AoW).
- When the only action I have left available is a 5-foot step, the UI should treat it like a normal move, targeting the mouse to the move location with a blue arrow showing the direction, and clicking to confirm, without having to enter a separate command for 5-foot step first
- Show the turn order on the right side while enemies are acting (so we can think/plan while waiting for the AI)
- Show the combat log while the enemy is acting (when it is on fastest setting, sometimes miss what happened, or want to see e.g. who somebody targeted for ready vs. spell). Again helps with planning while enemy is moving, and reduces the chance I forget what happened if a lot of enemies move before I get a chance to review. Could be made an option. Edit: Also, for an action like "ready vs. spell" when it displays in large font above the enemy who is performing the action, include the name of the character they are targeting, so we don't need to check the combat log.
- Allow manual resizing of the combat log that displays at the bottom of the screen, including hiding it or making it much taller to read while enemy is acting.
- Show enemy statuses, like the swirls for confused/berserk, while enemies are acting
Edit: Will edit to add to the list as things come to mind