GRAVEN
Misrael May 27, 2021 @ 11:11am
1
[FEEDBACK] BUILD 10552. Compilation (spoiler alert).
BUILD 10552
LAST UPDATE 02.11.2022
BUG REPORT TOPIC

Dear Frederik and Slipgate Ironworks team, thank you for making this game. Finally HeXen series will recieve a long time deserved tribute.

LEGEND
Newly added
Outdated/Fixed

CONTENT UPDATE HIGHLIGHTS

- Combined Mana makes its appearance from HeXen universe. Restores 35 points of each type. Speaking of mana, is it planned to add mana in Melchior's stock for sale? Mana potions maybe? Any other source to refill mana in town?
- Not sure when it was added, but noticed this only now: potions have alt fire effects. How about flask upgrades? Like longer effects, effects not removed at full state, etc?
- Black House Bog Super Secret. That's a gem of Content Update 3. Well made, took me 1,5 hours to solve, 1 hour to find 3rd lever. Good reward, but can be higher or unique. Felt some "The Forgotten Sepulchre from Arcane Dimensions" vibes after completeion, keep it on hand.


MY VISION HOW SAVING SYSTEM SHOULD WORK

- Make separate savefile for each loadable hub chunk to store game state. Regions after game reloading must:
- ... all previously opened shortcuts remain opened.
- ... all previously opened doors, gates, reso objects, etc remain opened.
- ... all switches can be used at any time again to open/close. Except shortcuts and secrets, for more mistake proof.
- ... all level geometry changes by some sort of story events must remain changed.
- ... all previously killed enemies must remain dead, no corpeses after reload (performance+). Newly story driven (or side quests) spawned enemies follow same logic. Spawn enemies per region at once (performance-), to simplify scripting issues.
- ... previously destroyed breakables remain destroyed. Except breackables, which affiled with interactive assets like notes, quest items, puzzles, etc; or make them unbreackable.
- ... all previously script triggered events like critters, enemy spawns, item spawn, and so on, must marked as executed and remain executed for the rest of the game. Unless this events must remain continued all the time.
- ... all previously spawned loot remains on its position (like it currently works) until being pickuped. Same with other items.
- ... and what else.
- I guess we already have separate character savefile which must store related changes here. If not, well...
- I'm sorry to write this, but if game's core element wont work like a Swiss watch, no other positive aspect of the game will preserve from fiasco.


ART, SOUNDS, MUSIC, STORY
- Decorative corpses of dead horses? The game have stables horse parking spot near Writ of Subjugation location, but no horses at all.
- There is an opportunity to place more lore on shelves in Archives since it is... an archives. Can be useful to fil a bestiary journal entries with info of weak spots, resistances, etc.
- Noticed new ambient sounds, but you can use more, like a mumbling in a Tavern, noise of smithing, etc. This little important details bring and improves atmosphere of the breathing world. Bell toll you've made is a great example of it.
- Love it all!
- 3dfx mode is more enjoyable for my taste, keep it running. Huge HeXen 2 vibes.
- Texture of hands on a model in character screen doesn't match texture from 1st person perspective. Change related textures for models when you pick up an armour until AP gets depleted to zero, then back to default model.
- Inflame's visual part looks weaker compared to Discharge, maybe add to it some sort of surge effect?

DIFFICULTY MODES

- Nightmare (Flagellant). 100% playthrough. Done in three seats, everything felt as on Easy mode, no deaths. Not a challenge for an experienced player. Pretty sure I could succeed it with 20% of current available loot, no shoping, no Orthogonal Hymnal, 0 gold spent, relying on knowing weak spots, resistances, making an universal weapon combo of all trades: staff + cuff arrow + fletchant + peat burner + hazards. Economy wise (vacuum cleaner mode): found 1047 gold before Brine Muskeg, 3847 before Clotted Avenues, 9966 before Archives, 16.3k before Black House Bog, 28.6k before the Congregation. Lore 62%. Secrets 29%. Played ~10 hours. No upgrades.

- Some Side Quest completion can be based on difficulty/puzzle settings (see quest section).
- Easy Puzzles difficulty may add quest markers on the map. Regular Puzzles should stay true to HeXeN.
- Easy (Inquirer). 100% playthrough. Done in two seats, everything felt smooth, except bosses (see below). Few stupid deaths from playing with Peat Burner. Economy wise (vacuum cleaner mode): found 800 gold before Brine Muskeg, 2400 before Clotted Avenues, 7400 before Archives, 13.3k before Black House Bog, 17k before The Mansion, 20.5k before the Congregation. Lore 60%. Secrets 20%. Played ~13 hours. No upgrades.
- Hard (Stalwart). 100% playthrough. Done in a single seat. Felt almost the same, except extra enemies in packs and locations. Damage values needs to be rised at least twice as much to test further. Ammo/mana no change in quantity, this also must be tweaked. Economy wise (vacuum cleaner mode): found 844 gold before Brine Muskeg, 2756 before Clotted Avenues, 8653 before Archives, 14.7k before Black House Bog, 24.6k before the Congregation. Lore 61%. Secrets 20%. Played ~9 hours. Everything went smooth as on Easy difficulty.
- Based on new roadmap, I don't think we need two more difficulty modes, except, the one which turns the game into survival sim. Just polish these three: Easy, Medium, Hard; and later, after more feedback will come you can add fourth Hardcore difficulty based on Hard one.

LEVEL DESIGN

- Can we have a little shortcut here, please.
- Two levers, each one open opposite gate, can be swapped or delete unnecessary one.
- The Organ in Black House Bog region Church barely noticeable, I wouldn't expect it to be here if not checking this place with free cam out of curiocity. Spooky scary skelletons could play some Organ repertoire during twins Mire Reaver fight, at Hallowen. Haha.
- Pumpkin patches decoration actually fit environment well, keep it if possible. Pumpkins can't be ignited though, sadge.

- There is a lack of secret walls and objects for Staff's resonating ability at Archives and Black House Bog regions. Actually zero.
- Whole Black House Bog region seems doesn't have scripting and saving issues like the rest of the game. Maybe it is because this area was visited quite recently.
- The Lice Slough. Like the new secret area, but it need more valuable loot. Would rate it as medium difficulty to figure out how to access. Someone can easiely miss it.
- The Brine Muskeg. Gas hazards require more clever placments based on most common player vs enemy gameplay wise route. So far they're too random with enemy placements to waste time to lure someone in it. Adore both puzzles with gargoyles and darts, was easy to figure out the solution. Also swampy water slowing effect was a good idea, sometimes can lead to death if playing to unaware. Love the additions.
- Clotted Avenues. Not much to comment. Love the minor updates. The area still retain same route and puzzles.
- Cruxfirth Archives. Best area so far. The art, the idea of outdoor and indoor mix have the most balance between them. Can recieve more noticeable details to become perfect. The library puzzle was really hard to figure out even after collecting all four notes, needs to tune wording a bit more transparent, especiallty for non native English speakers. A single cut-scene on top of the belltower feel out of loop from whole gameplay narration, either add more of these or make something else. New Cellar sub-area is a good addition, but felt empty atm. Entrance gate gear could have some ticking sound effect after being energised with Discharge to hint nature of this puzzle.
- Black House Bog. Fist of all, it doesn't have a shotcut to the town until the end when you deal with "Root of Evil" in The Manor. Once you enter for the first time you just get thrown to be spent some time on exploration, not very plesant since you travel half the way in deep water. The cellar in the center building can have more valuable loot. It's looks and plays better now in Content Update 2, new playthrough route and fresh patches of surface works like a charm. The second part with the Manor also should have an easy accesable shortcut to the town as it should have the first part with swamp, maybe some sort of ruined aqueduct structure or sort of. Love the thriller-esque atmospehre inside the Manor, but it must have an opportunity to be decorated better. Puzzles feels repeated, except "Root of Evil" itself.
- Checkpoints...
- ... each time you reach new region checkpoint and upon save-quit you will eventually respawn in Cruxfirth town after loading back. Very annoying. Make it at least every region starting point. Actually may have some advantages if you manage to fix whole saving system to perfectly save world state, every single aspect. For example: you reached certain point in region progression, opened a shortcut, want resupply/upgrade stuff, you quit to main menu -> continue, spawn in town, do affairs, proceed with the story. Saves some time.
- ... they are everywhere, every 5 meters, every corner. Must be less for sure. They lag each time you activeate one, especially while sprinting.
- ... this type of the game should rather have quicksave/quickload scheme, but i understand it is already late to change. Looks like not gonna happen.
- ... so far it works really glitchy, more in my bug report above. WIP. Check bug report for details.
- Zone after turtle door make no sence (atm?).

AI
- Dihedral Deacons caught by Discharge in dashing animation will remain dashing, looks very gorgeous! Dash animation has been changed, but said issue can still rarely occur.
- Some enemies stunned by Discharge will always spin in your direction, so you will be unnable to backstab lure behind em. (bug or feature?)
- Enemies may stuck forever in objects like this skeleton. Needs some AI tweak to respond in such situations with attempt to break free. Infected seems to have applied this feature since I witnessed how this enemy type attacks explosive barrel blocking it's way. Was fun to watch. Couldn't test this with skeletons tho, but new type of monsters like Undecaying Punished definitely don't have this sort of AI implemented yet. WIP.

BESTIARY

- Skeleton-sappers. Most of the time acts like a Goofy and kill themselves. Their damage is too high, dealing 154 AP and 39 HP damage with a single direct hit. Need more AI polishing.
- Dihedral Deacon. Wasn't lucky and never get bleed effect to check, too low chance to inflict?

- Skitterfly. This little ones have too juicy spit for their size. Spit AoE and duration require some adjustments.
- Mire Reaver. Doesn't provide any good reward on kill, except runes and random gold. Some of them drop 500 gold, no idea if this rng or fixed loot. This drop have a tiny coin asset, can be easily missed under their huge corpse model, needs to be changed for higher tier gold model.
- Infected. Visual effect of "horde mode" need some work on, especially their gas trail can work as gas hazards do. Some of the packs doesn't have it, like The Mansion ones and one which rising from the water while entering Brine Muskeg (Discharge demo location). Looks like this depends on how big pack is.

BOSSES

- Gravick. A nod in Dark Souls direction, when game introduce you new dangerous foes as a bosses first. Can be easily cheated by luring backwards: his model is larger than his arena entrance. His arena must be developed out of his AI abilities. This rises next topic.
- Every boss' arena must be built based on AI abilities. Boss(es) all the time must be able to punish player back for using cheap tactics. Except Archivist, he clips through walls.

- Archivist. Have too large and punishing range for all his abilities. Compared to his inconsistent hit box while damaging heads, requires a lot of ammo and healings on Easy difficulty. After being killed once does it respawn when you pick "Overdue fees" quest? In my playthrough killed him twice and got an Eldritch Quills for each kill, couldnt reproduce 3rd spawn. Needs deeper work on it. Also, check bug post for related issue. While being played at single session playthrough doesn't seem to respawn 2nd time. Content Update 3. He's good now, just add a health bar for him (if possible) and thats it.
- The Festering Congregation. Neat intro. Epic abilities and art. Can be ignited for slow damage over time. Has a random 2nd phase transition, it can be 3/4 , 1/2 or even 1/4 of it's health pool. Very confusing 1st arena, where if you dive under water you can easily stuck here forever. 2nd arena have a patches of invisible swampy water pools. Both arenas have some cheese spots like here and here, might be more. Can attack when you're at checkpoint. Need a good polishing.
- All bosses must meet requirements such as: their parts must have clean hitbox visual feedback, their attacks must be visually well telegraphed as well. They must be enjoyable to fight, but deadly foes.
- Requesting an option to skip boss intro cutscenes (hold E button).
- Requesting a lore notes about bosses and mini-bosses in journal as separate to "encounters" section. Can be a subject for filling secret area in Archive's Cellar.

WEAPONRY
- IMO there is an alt fire ability conflict between Fletchant and Peat Burner. Both shoot volley of ammo, both stick to enemies, both explode after short delay.
- Requesting for more detailed item description or journal entry for each tier of upgrade weapons can have, their functionality, lore, etc. Will be a great memo. Can be a subject for filling secret area in Archive's Cellar.
- Mighty kick can be performed simultaneously with other melee/ranged/spell attack if mighty kick is initiated first. (bug or feature?)
- Spellbook. Suggestion to add "hold F button" for a pop-up menu to quickly change spells (game paused, radial wheel, controller friendly). Potential solution if you plan add more spell pages.
- Inflame. Love all upgrades, decent spell. Very fun to use. Balanced mana consumption.
- Discharge. Love all upgrades. Good direct damage, like you were born a Sith. Ball lightning have a tiny size, should look more formidable. Mana consumption is too high compared to Inflame, requires some adjustment.
- Writ of Subjugation (close range, moderate damage). Really scuffed accuracy, have no use for distant fight. Damage is too low at any upgrade level. Lingering projectiles have a very short duration, not enough time to prepare some sort of trap and lure enemies in it. Alt fire is a nice last resort, but with a bad main attack, it is barely an option to use. Can be reworked as poison themed support spell page, main attack spit a poison permanently hindering and poisoning target with slow damage over time (alternate to Inflame's ignite), until either target dies from poison or by other means. Alt fire can remain original, but with additional poison aoe effect. While this spell is opened in the book your right hand perform kung-fu snake style animation.
- Ballista (high projectile and medium explosion damage?). Old good stake gun from Painkiller. Good impact. Can't be shot while running. Alt fire is a generic explosion, again. Can be changed for large burning ground AoE, or player controlled homing stake, or homing stake rain when you shoot it in the skies. While fully upgraded doesn't oneshot enemies in the weak spots (as description hints), tested on Undecaying Honored and Dihedral Clerics (as they seems to be most beefy from regular enemies), Easy difficulty. Have no description in inventory. Content Update 3 buff didn't change anything about Balista's alt fire, tested on Infected Hordes, tiny burning ground effect deal really low damage, can't think of any situation where it will be useful. Regular stake attack performs a lot better.
- Staff (light blunt damage). Accidentally works better against Infected than fully upgraded Short Sword and feel worse against skeletons. Must be tuned to deal more damage against bone and golem type of monsters (if such will take a place). Alt fire and main attack can be performed almost simultaneously if alt fire was initiated first.
- Cuff Arrow (light projectile damage). A champion of the Content Update 1. While fully upgraded bursts everything with its 3 hit critical strike attack from far far distance. Love the scope mode. Nothing else to say, except... Need. More. Arrows. As Chobucks mentioned in comments, aiming while scoped need to be more smoother. Ethereal Arrows seems have a much slower projectile speed than regular ones and this lead to less consistent accuracy against moving targets, like Skitterflies. Maybe add option to change ammo type to shoot.
- Short Sword (light edge damage). 2nd after Cuff Arrow. Great abilities after upgrade and it gains really cool looking model each stage you upgrade it. But often used as a last resort when you're out of ammo/mana. Parrying/blocking with it still deal portion of damage to player. Great against fleshy enemies. Blood Lust can also buff walking/sprinting speed to quickly cover distance between you and next victim, or transform sprint into dash.
- Fletchant (moderate projectile and explosive damage). King of the early access. Shares similar alt fire ability with Peat Burner. All round good shotgun for every situation. Upgrading it in Content Update 1 just brings it's alternative attack back from early access update. Limited range.
- Peat Burner (moderate explosive and fire damage). Grenade launcher, but peat. I don't really like the alt fire conception. It's similar ability as Fletchant have. But if you ask me, 1st upgrade makes Peat Burner basic attack to stack peat bombs on enemy with no timer and alt attack magically detonate by using single red mana; 2nd upgrade makes each stacked bomb on enemy to be heavier and by this slow an enemy for a % (untill full immobilization) then detonate with alt attack. Could be very useful against bosses. Peat Burner doesn't boost jumps, explosions doesn't harm player either.
- Orthogonal Hymnal (low damage, extreme fire rate). Reminds me Gluon Gun from Half-Life. It would be my 2nd best weapon this update if not very high mana consuption rate. It's too unbalanced for unupgraded version and okay-ish(?) for fully upgraded tome, but no matter what, it need to be tweaked and tested properly on all upgrade levels. Alternative attack could use more interesting interaction: when you hold alt attack button the tome will charge it's spell untill certain point or mana spent, then release it with much greater power and area of effect igniting objects and enemies. Content Update 2 made it a weapon of Judgment Day and number 1 for me. Adjusted consuption paired with passive mana regeneration (yes, 12 is enough) after fully upgraded provides you an infinite tool of enemy humiliation. Please no nerfs...
- Heavy Flail (heavy? blunt damage). Waiting this beauty to be back to shatter this world, cuz it was a mass destruction tool in demo. If it will be brought back to the game, I have an idea for an alt fire: 360 degree spinning tornado, consuming stamina and smashing everything around. Gonna be real vomit fest, haha.

SIDE QUESTS

- Quest completion notification can also show what reward has been received.
- Buried Tomes. Gives: Melchior. Available as soon you as you enter Town for the 1st time, must be placed in order with a system described below. Reward: 1 Eldritch Quill (has been moved here from Manor's "Evil Tree" loot I suppose). Good quest overall. Same reward as Overdue Fees have. Can be: next Melchior's upgrade will cost 0 gold; increased mana capacity; unlock Potions upgrades. Cellar area a bit glitchy (see bug report).

- Back Taxes. Gives: Tax Collector. Should be available as soon as we venture to Clotted Avenues. Most interesting quest so far. Very true to HeXeN series, find a useless item to use it a dozen locations later. Loot explosion from a treasure chest *kreygasm*. Reward: Rain of coins (775) and Writ of Subjugation.
- Blacksmith's Errand. Gives: Korvix. Has a location hint in journal by default. Should be available as soon as we venture to Brine Muskeg led by Lighthouse main quest. On return Korvix will tell us to get back later as he will forge armour worthy of a Priest and will finish his work right when we visit the Town before Congregation fight (quest must ramain active in journal all this time, as a reminder). Reward: Chain Vestment (200AP).
- Hair of the Dog. Gives: Maurice. Should be available as soon as we venture to Black House Bog. Least favourite quest so far. Current saving system will spawn quest barrels on its initial locations each time you reloard the game. Reward: 200 gold couldn't figure out. Nothing? Couple coins? May I suggest a couple options for the reward:
- ...A larger pouch or backpack to increase ammo and/or mana capacity.
- ...Special dish or brew to increasae maximum life to 120 or mana to 200.
- Overdue Fees. Gives: Alexandria. Should be available as soon as we venture to Archives. Pretty interesting quest with large geography, but should be limited to Archives on Easy Puzzle mode. Reward: 1 Eldritch Quill. Same reward as Buried Tomes have.
- I would like to express side quest structure as I see it. Each side quest should be available as soon as you going to enter new region related to it. Each time you recieve a new main quest objective for an upcoming region it may become accompanied with one side quest. This will brings strict logic in questing structure and reduce unnecessary backtracking, gives to players an option to put more time in region exploration while they are still in it for extra reward. You can also have one secret side quest per hub involving whole hub regions to be revisited.
- I like the idea when something is gated behind a story progression like quest places and secrets blocked by the roots. Though, in case you will take into consideration what has been said above, you will have to revise these conditions.
- Players will feel overwhelmed when they will receive a bunch of quest at once, this will involve micromanagement and can cause unnecessary backtracking in case of mistake or long delay between play sessions.
- Puzzle mode can affect where quest items spawn, more or less obvious locations.
- For highest difficulty mode side quests must become mandatory source of resources for survival.

GAMEPLAY AND MECHANICS

- More accurate ammo prices based on their damage value. Imagine a peat bricks to be highly priced.
- Pickup Vaccuum. Doesn't work with all tiers of monetary assets, WIP? Add a full ammo/health/mana capacity check to ignore this "magnetism". Atm there is a "sticky hands" effect when full resource is nearby, this sometimes interfere other object usage.
- Sprint button behaviour has been changed in Content Update 3. Previously, you will just need to hold button to start sprinting, but now, you need to start moving and then hold sprint button to sprint. This makes much harder to jump from tiny objects. Is this intended? I would preffer old scheme over new.
- Jumping and/or attacking with melee weapons while on full stamina doesn't deplete it's cost. (bug or feature?)

- Will each hub have its own set of thematic weapons?
- Will each hub offer a different playstyle?
- Please add an option to delete game profiles.
- NPC reaction on weapon/spell in hands. Since it is lore wise for sorcery to be condemned by locals, they can refuse to talk, give a quest, provide their services, blackmouth you behind your back.
- Eating from boiling cauldrons to restore health, mana, get poisoned, etc...
- Inventory space slowly runs out, what is a state of personal stash?
- Sell items. Healing potions reach carry limit real quick, so either it is time to make a wealth or hoard in stash.
- Puzzle with light and pure darkness involved? Flashlight apex for the Staff?
- Stamina potion. Fighting The Festering Congregation and transition between regions made me want such thing. Health potions now gives stamina recovery boost. Potion's alt fire effect doesn't recover stamina this way. Recovery effect should be always as high as sprint consumption (like a current state). Duration much longer, 40-60 sec.
- Jumping doesn't consume stamina. Actually I would vote this to stay for strafe jump tech be possible.
- Can't jump while crouching. (bug or feature?)
- Swamp Bottom Swallow. After beating The Festering Congregation boss a few times, I really think we're in need for this potion effect duration to be much longer, 2-5 minutes increaseing it to 20s was a good start, but 40-60s will be exactly what we need. Same goes to alt fire effect, current 10s duration can be tuned up to 20-30s. Want to explain why we need higher numbers here. Main reason is because we are usually forced to use potions during combat, this usually involves switching between weapon, spell, potion which takes some time for animation to play and here we already missing few precious seconds. Being forced to perform this micromanagement during combat over and over to keep potion effect up, makes it tedious to repeat and more argument towards not using potion at all.
- Talking with variaty of NPCs could provide a cycled pool of rumors (hints) for hidden tresures, stashes, lore, etc (add notes to the diary?). Make NPC's dialogs exhaustable and not just a random string from dialog pool.
- Decorative ravens can play more role in gameplay by hinting secrets or alarming nearby enemies. Ravens are a very clever birbs.
- We eventually will be in need of more room for ammo and mana. Can we get more pockets on our robe, can either be a subject for unlock upon reaching new hub(s). Check SIDE QUEST section.
- With that much Alchemical upgrades and Orthogonal Hymnal in our possession we definitely will need mana potions, like Swamp Bottom Swallow potion could take this role, restoring both mana types and retaining its initial effect.
- Love the new critical strike system, can you elaborate it to backstabs (rear attacks deal twice more damage) to allow combo with stuns from Discharge spell. Maybe even some sort of stealth system, like simple consumable, spell or whatever you find better.
- New weapon and spell upgrade system is top notch, nothing to say upon - KEEP GOING. Love that combo of smith and alchemical imbue to make mana more precious.
- The dwellings in the City need more attention, to make it feel a living places. Stuff like toilets, baths, kitchens is a must have for any medieval atmosphere.
- I understand that toolbar have limited space for a purpose, but we also can be allowed to equip less used weapons and use Potions right from inventory. High priority please. My custom toolbar preset dosn't save on each game reload. Icons on toolbar and at inventory screen can indicate current portion of ammo available for each weapon and tool for more rational use without switching between them.
- Keys must remain in inventory window after use, to make less confusions on the progress. Their descriptions also can contain hints to progression, puzzles, lore. If a key have been used - make it automatically marked so. Portion of keys doesn't have description. All keys doesn't have names while looking on it in inventory.
- Requesting more and harder to detect secrets, like burried tresures, hidden stashes, secret buttons and levers are always welcome. Legend of Grimrock 2 can be a big source of inspiration.
- Temporal melee weapon ecnhantment from Inflame/Discharge for those who likes melee more (with collateral elemental logic in mind, ignite/shock)?
- The place with forge and dead blacksmith can be expanded for a miniquest for forging a Short Sword by yourself (or secret weapons later in game; similar to Arx Fatalis).
- Decorative sources of fire doesn't hurt to enemies/player.
- The Crystal in staff require more brighter light, it's almost no difference with game's green-ish palette, also, it must make signals even if you switch to another weapon, will be a huge QoL to seek secrets.
- Gas hazards...
- ...ambient sound remain after detonation, make not sence w/o the source of the gas. If it's a methanum it will cover a whole area of origin.

- ...should deal damage to player (poisoning? no breath condition like underwater with stamina drain?).
- ...Inflame can't detonate clouds if enemy or other objects is in front of cloud, even if you hit in visible spots.
- There is a lot supplies, almost every barrel/box/pot have ammo, mana, coins. I ended up my 1st playthourgh with over 30 healing Potions and a lot of ammo. Devs are tracking the situation. Though...
- ... melee weapon could recieve weapon durability (except Staff) which we can repair at Blacksmith guy for coins.
- ... the hardest possible difficulty, in future, must force players to spend all supplies very carefully: ammo, healing, mana and coins.
- Healing potions also recover stamina (tested being underwater). This feature doesn't reflected in description.
- Hermit's note. In demo there was a note here with a corpse. In EA, there is only "readable" corpse, which can't pe destroyed.
- Visual explosion radius doesn't properly match damaging area, need to be tuned one to another for better awareness.
- Turtle key totem puzzle took me a while to solve, found both notes, but didn't understand it in right way, thought it's just left symbol + right symbol, for each level. Made brute force and only after that understand right cypher. No gimmick puzzle, keep this difficulty level, no mater if you gonna drown in tears of whiny casuals.
- Igniting one item in pack of barrels or boxes doesn't start chain reaction like it was in demo. It was very fun when everything start poping around, can we get it back?
- Short Sword doesn't have some kind of visual feedback when you block, so it hard to tell w/o look on HP value if you blocked attack or not. Additional sound effect also can be helpful here.
- Cuff Arrow permastuns Dihedral Deacons, same goes to Staff and Short Sword against Undecaying Honored. Too much attack speed to not give an animation to recover?
- Couldn't really figure out, but do different type of weapons have its special damage tag, like blunt, slash, fire, etc? Because it was counter-productive using Short sword against skeletons and Staff against regular "meaty" enemies. Though, skeletons died in 3 bolts from Cuff Arrow.
- Some notes and readable objects need better notification.

EASTER EGGS

- Happy Halloween!
- Something has leaked from another dimension. Don't play with dusty tomes, kids.

- Cleric "amiibo".
- Bell toll each hour synchronized with PC time.
- What happened to Rat Prophet and his flock?
- Why is Leverpostej so expensive?
- Nice SWORDbonfire.
- CONDEMNED house doesn't produce music anymore. Party's over?
- Opossum key behind the door, which opens by Opossum key. LOL, really? UPDATE.
Last edited by Misrael; Nov 2, 2022 @ 7:06am
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Showing 16-30 of 37 comments
jgosztolai Apr 10, 2022 @ 7:43pm 
game just basicalluy reset itself, my upgraded spell diosappeared, barriers came back up and previously opened doors are locked again. How may time do i have to replay this #$%%ing game?
Groote Goffert Apr 12, 2022 @ 4:35am 
Originally posted by jgosztolai:
game just basicalluy reset itself, my upgraded spell diosappeared, barriers came back up and previously opened doors are locked again. How may time do i have to replay this #$%%ing game?

Not even once. You are totally free to do whatever the hell you want.

Welcome to early access.
I like that you can sorta combo with the staff if you left click and right click in succession, the right click cutting the previous animation short. Not sure if this was by design, but it does give the staff alternate fire some use.

As for the sword, there's not much reason to use parry. You still take damage anyway, so it's better to just dodge everything. I think it would be better if parrying mitigates all damage it says it should, and use up stamina instead. And if you don't have enough stamina, then you can't parry.
tsamolotoff Apr 22, 2022 @ 1:11pm 
In Brine muskeg you can jump over the tree (in the section with second thing that you need for the lighthouse), then jump on top of the cliffs and go over the closed gate (if you jump down and go close to the town gates, it spams 'something moved' and then crashes)
M.garfield Jun 27, 2022 @ 5:29am 
Something goes wrong - I see add your name and i click with left mouse and blink and again...
Vogelweide Aug 25, 2022 @ 11:34am 
Did you change the location where you obtain the shock spell? Or is my game just bugged
scar3crow  [developer] Aug 25, 2022 @ 7:02pm 
It was changed, it is now the reward for solving a simple puzzle, and is used to activate a gearbox to open a gate.
Kamm Sep 16, 2022 @ 11:21am 
So, there will be no proper save system, like, never? :'( But this isn't a ♥♥♥♥♥♥ console port, so why?
Make a list of the top 50 singleplayer shooter. of all time. Then look how many of them use a checkpoint system.
Yeah, there's a reason for this.
Chobucks Sep 19, 2022 @ 10:39pm 
please make aiming sensitivity slower when aiming with the cuff!
Misrael Sep 20, 2022 @ 7:22am 
Bump. Updated 1st post with fresh info.
Will update Hard difficulty feedback after short break.
Misrael Sep 24, 2022 @ 9:34am 
Bump. Updated 1st post with fresh info.
Updated Hard difficulty section and some new additions.

Good job devs, the game is slowly getting better and better. My prayers with you.
Mittenss Sep 26, 2022 @ 1:21am 
damn wish I had seen this post sooner, makes all my remarks completely obsolete and just scanning through this it seems there's still a lot of this game I havent seen.
aight, Imma stack up on some mana potions that are legal in california and try this again over the weekend .
fr33kSh0w2012 Oct 11, 2022 @ 3:04am 
Originally posted by Frederik Schreiber:
Pinned this! Misrael, feel free to update your post, so it's up to date with the latest patch!

Frederik in "the lice slough" the zombies slide around while lying down ??? I don't understand why this is as they were not doing this before?

I'll restart the game again and see if it happens again.
Last edited by fr33kSh0w2012; Oct 11, 2022 @ 3:07am
Teo Oct 25, 2022 @ 6:04pm 
Nice!
HEXZORSIX Oct 28, 2022 @ 11:10pm 
Hello, 1st I love the ambiance, music is good, scenes are creepy, perfect! The story is great, but id love to have more ppl to talk to and ppl should actually talk and give you the quests. Weapons are not terrible, the staff is good, but soso. Lack of player customisation too with armor etc. It would be great if it was more open world too.
I dont like some graphics, right when u drop of boat u have that building on the right with flat square walls and fake depth in it. for a new game i think graphics need improvement. its kind of make lose immersion. The essence of that game is great. im sure it can be game of the year. it feels like a blend of diablo and hexen. i suggest add some elder scrolls and more diablo and dang u got the game of the year. i really see huge game in this. keep it up guys youre on something big i think. Also the plague is great, would make sense to push it further like get contaminated, sick, need rest, medecine, etc, . piles of bodies burning in water is nono. also the book is weird to cast flames. it would feel much more real if just use torches . Need more kinds of enemies and more rpg. id also suggest add lot of dunger crawling like old daggerfall.Thanks for reading me and sorry if its not structured im just write whats gettin on my mind live.
Last edited by HEXZORSIX; Oct 28, 2022 @ 11:11pm
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Date Posted: May 27, 2021 @ 11:11am
Posts: 37