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The log is nice to have, and easy to read. So players being aware of it being there never hurts!
In general comment? I really like how these menus are looking. The framing with all the detailed engraving visuals, excellent choice of colors for font and background. Intuitive and just a nice treat!
One small tidbit that could be handy is the way the narration continues the page for the event after selected. I for a moment missed what I had just read. Having a simple page break indicator in text after selecting a response to separate the "pages" would enhance readability.
I don't really see why both are included. Also later on in the game, several times after hitting "Continue" which would make new text appear, the page would not move to a spot in the book which made it easy for me to continue reading; I had to scroll up to figure out where I left off. I would personally make it so that hitting the down arrow is the only option to get to the end of the current text. Hitting continue wipes the text, and puts up entirely new text.
I think the flash message for things like "Quest Log Updated" is in a frustrating spot, because it appears exactly where I want to continue reading things and I have to wait for it to fade.
I was unaware that my arrow for my bow was literally one arrow, and I'd be unable to use my weapon afterwards. I still don't know how inventory is supposed to work for a ranged character and I'm several hours into the game.
I tend to read everything that's available, so I read the entirety of the options at the port. Since Ships/Cargo/Crew are not available, I'd remove them from the island. Similarly, renounce worship could use an explanation, or be introduced later,
Having no option (that I could find) to initiate the wereboar other than moving back and forth until I rolled well was a bit frustrating.
Playing as a Troubadour.
Tested combat with just one bolt equipped for my purchased crossbow and ran out of bolts in combat. Bought 7 bolts for the next fight, but the bolts don't stack and use up 6 spaces in my 12 space inventory.
Why can't arrows and bolts stack to at least 20 of each OR why can't we just buy a quiver of say 10 arrows/bolts that doesn't disappear, after combat and also, auto replenishes for the next combat? Melee does not suffer a financial penalty for use in combat, so why should a range character constantly have to purchase ammunition. Re-equipping ammunition into the ammo slot is tedious.
Switching from melee weapon to crossbow costs 1 AP, meaning the crossbow can not be used that turn, as it needs 6 AP. I had to set the character to use the crossbow first, in the inventory screen to avoid a turn delay. I had noticed this feature, but I had forgotten to do this before combat. There should be a warning before combat, to allow the player to fight with a ranged or melee weapon OR the 1 AP cost to swap weapons should be removed.
The Troubadour starts out with the wrong weapon. A mace is not effective on the illusions, as they die easy with just one hit in melee. If a crossbow is used, the illusions can be placed at the rear of the combat map, allowing the illusions to survive longer and they can shoot at the enemy from a distance. 3 range units make an effective team.
Why is the inventory so small?
The equipment (crossbow, bolts, lantern, rope, compass, mandolin) bought at the start of the adventure cost 1054 shards. Other than killing the ghoul and highwaymen, going repeatedly to trigger the wereboar fight (12 fights) to obtain shards was tedious. The repeated fights were fine, just the random rolls to trigger the fights was tedious (I ended up with 16 fish).
Why does the adventure start with almost no shards?
The storage is handy (I placed the druid staff there for safe keeping), but there is no explanation on whether the storage is accessible from another location? The town house in Yellowport costs 200 shards, that's another 5 wereboar fights, just to find out if storage is linked.
Arrows are like that on purpose and I am testing how it'd be perceived by the players. Beta testers were not keen on it at first but converted them over time. The hard limit on them at the moment is limited inventory space. If I change them to stacks, I'd have to rework ranged weapons some other way in order to avoid them being over powered while I like their usability at the moment. I am open for suggestions though!
House stash is indeed something I will work on some more to let players know how exactly they function and why they get a House Stash at the beginning. Good call.
Thanks for your reply.
What about the other points I raised above?
The troubadour starts with a normal weapon and behaves quite well in combat with it in my opinion. A crossbow would be an overpowered item to start with for a Troubadour, better have something to strive for. You could always sell your starting gear and buy it.
The inventory is the size it is to address encumbrance in a way that fits the simplicity of the system. It takes into account how many items are in the game and that you have to travel light, utilizing House Stashes instead of carrying everything with you, which will result only in losing it in various events. It is a nod to the gamebooks' inventory size as well and the decisions you had to take what to carry around with you and when. Some will probably dislike it how it is but it fits the overall design.
You start as a nobody. A rank 1 character that is eager for adventure and seeks their path in the world. 1,000 Shards is a small fortune on its own for Sokara.
There are A LOT of ways to earn Shards. You can win BIG in the Fabled Lands. Grinding wereboars is not optimal nor fast but if someone wants to spend time hunting for those it's up to them.
I had chance to think about your reply.
I would prefer a HARD LIMIT (limiting the number of ammo) placed on a quiver/sack of ammo (a single purchase). This way would free up inventory space for the ranged player and also, allow the usage of ammo during a fight, to be directly controlled by yourself.
This would remove the tedious need to re-equip ammo and also, alleviate the financial costs with having to buy ammo, after every fight.
Better quivers/sacks (more ammo/higher quality ammo) could be later found/purchased by the player, depending on the challenges faced. These could have a level limit attached to them.
This way would also ensure that a player would have to switch to a melee weapon, when the ammo quantity (set by yourself) during a fight, has been reached.
This would be a good solution, thanks.
On the Isle of Druids, in the temple of Lacuna, the priestess is willing to pay shards for a Were-boar Tusk. There is no mention in the conversation, after completion of such a task, that she is willing to buy more Were-boar Tusks.
After killing a lot of Were-boars to get the Spear Weapon to sell it in the market for much needed shards, I had also saved 20 Were-boar Tusks in storage. My storage was full of Tusks and Fish, so before leaving the Isle, I tried to sell more Tusks at the temple. This was a bonus of 300 shards, after selling all the Were-boar Tusks.
Can you make the relevant buttons in a settlement 'Glow', that allows a player to take some action. In this case, a 'Glowing' temple button would have shown I could interact with the Lacuna temple priestess, to sell some more Were-boar Tusks. Failing this, update the Lacuna priestess conversation to indicate that she is willing to purchase more Were-boar Tusks.
@wandererblb yes, I plan to add arrow stacks just to experiment, seing people are irritated by the current limit. Thinking of expanding the size of the quiver.
The reason it's done as is now is balance issues. Currently inventory space is the limit of arrows, not their price. This can help early in the game without it being over powered and carry on to end-game where you can find the next upgrade for ranged weapons. It makes every shot count, rather than arrows being something you rarely think about.