BlueSalamander wrote:On the "hours" played: if you spend time on a game, then reload to an earlier save, the game won't record that bit of time.
I save and reload a bunch on tough fights, but 3 and 4 hours still seems way under the mark. I minimize the game a lot to take notes and breaks (I run the game in windowed mode); I wonder if that mucks with the time-counter.
I finally thought to take screenshots to help show some of my ideas. Here's a screenshot of my #24 (the hidden arrow). I first noticed this in a battle in Tameliz where the color was a lot more relevant I promise.
Here's a screen of #29 (possibly spoilerish). He's a lot easier to spot in map view.
Here's some more comments (couldn't sleep).
30) Bug: When casting Mass Cure spells on the whole party outside combat, if there are multiple party members standing on the same square (e.g. against some wall/obstacle), only one of them will be healed by the spell.
As an example, here's a before shot (Hrothgar and Elinor are standing on the same square). This shot is me casting Mass Cure Light. Then here's after. Notice Elinor was not healed.
I attached the save file at this spot just in case it helps.
31) Bug?: According to the "full attack" help file, characters should be able to perform a five-foot step after they perform a full attack. In the game their turn automatically ends after the full attack. The game does allow a five-foot step after doing a whirlwind attack and some full-round spells I tried.
Also according to the "full attack" help file, a character should be able to stop attacking after the first attack and use a move action on something. In the game, a character always keeps attacking a target unless it dies. In this case I prefer the way the game handles things (more streamlined), but it's still slightly inconsistent with the docs.
Similarly (but not a bug at all), if a character has performed a five-foot step and more than one attack in a round (i.e. part of a full attack) and there are no more targets in range (or LOS) of further attacks, their turn should end automatically. They can't do anything else that turn, no?
32) Interface: Bull rush and grapple could show chance of success on targeting icon, like attacks do. Perhaps pin and break free could show success chance as well, but I don't think there's a targeting icon for those.
Similarly, could show chance of hitting with touch attack spells on their targeting icons. This gets a little complicated though, considering some touch attack spells also allow saving throws. Not sure what you'd show the success chance of, hitting vs. doing full damage etc. Could say "45% chance to hit" or "45% chance for full damage" all at once depending on the spell to avoid ambiguity.
Edit: add Coup de Grace to this idea
33) Interface: I think it'd be better if the game centered itself on the desktop when opening in windowed mode (but still be movable of course), rather than always open in the upper-left corner. Even better would be if the game remembered where the window was when the game was closed/windowed mode turned off.