The Lantern of the Laughless Saint

The Lantern of the Laughless Saint

First Impressions and Desired Changes
-All sources of skill ups, ie skill points and trainers don't give exp. And are therefore always wrong to use as they are permanently denying you levelups and slowing your level progress. Just add the exp in for them.

-You can't block with unarmed, this despite the game's imitated contemporaries allowing it, there doesn't seem to be a justification for this other than whim, as M2 isn't used for anything else and slows you down still when held while unarmed. Seeing as how unarmed is an intended perma-playstyle, this seems to just be a mistake.

-I'm assuming fishing just isn't in the game yet? Please put it in. I need it.

-More mortar and pestle locations. All I found were stealable ones in a random lady's shop/house. And she herself didn't even sell them, they were ONLY stealable.
Not one other location in my three hours of play had a single one.

-I echo every convenience feature suggested about alchemy currently.

-Either make leveling magic spells give a gradual spell cost discount in those fields, or give some method of acquiring more mana regen, or both. The current system appears to lack a permanent unconditional source of either. Pausing the game to spam an increasingly large amount of potions whose quantity all and only get larger isn't a solution.
The games you are drawing from had these systems for a reason.

-Nighteye does not function. That is to say, it is not meaningfully more clear when used at night to see better. If anything Nighteye makes it harder to see at night. Please fix this.

-Summoning a skeleton at least causes the screen to darken so much it goes black in most lighting circumstances. Please fiddle with the visuals of this.

-You cannot actually mute the music, just lower its volume quite a bit. Seeing as how some of the battle music is really jarring and out of place, this is a larger problem than usual.

-Hitboxes on a number of enemies seem to be terrible. Slimes and small creatures especially.
If there is a true Morrowind style hit and miss system, let us see indications of it in some way.

-Jump height vs fall damage immunity seemingly isn't tuned properly. Obviously whatever your jump height is, some percent beyond that total should then become your new beginning of fall damage threshold. As it stands, this seems off, and you take way more fall damage way earlier than you should considering your max jump height.
If I can jump 15 feet high, I should be able to fall 20ish feet with no damage, and then beyond that the damage I take should crawl upwards from the minimum possible fall damage as per usual.

-I understand and sympathize with the crunchy no quest indicators style quest system, but some of them are simply not explained properly. The Remba quest being a good example.
The nameless cat woman is simply said to be "In the forests north of town" which describes roughly 15% of the entire area of the map, and it turns out she's actually barely touching a forest southeast of some random ruin, which would have been a better hint.

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Other than that, I'm very excited about the game. I wish I could use spells or weapons with the nudist perk, but I'm willing to accept that as a balance/playstyle reinforcing decision even if it isn't perfectly suited to my preferences.

As for the rest of these, I'm pretty adamant about them. I would be disappointed if even a single one of these was not addressed.
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-- also, hitbox seemingly affects possibility to pick up items. For example, I took boots and robe from the table in some house and could not take a hat.

Same with the peaches in garden. Are those the peaches from quest? Are those decorative?

-- lock the world map to the north. Or make it optional in settings

-- switch between local and world map

-- optional local map layout as in Diablo 2 or minimap as in The M-game

-- roadsigns

-- why is everything restores fatigue - lack of fatigue is not an issue, issue is I can't heal myself for three hours, there is seemingly no easy or early access to healing spells and I run with 20 hp from sceleton to sceleton picking bread slices

-- I play with controller and in dialogues variants are bound to all the buttons on controller - that's unnecessary. It would be better to use them to navigate through chat history with an NPC, dialogues are pretty lore and directions heavy right from the start and some may prefer to read instead of hearing the same dialogue option 2 or 3 times.
Update, it might be the case that mana regen scales with max mana, in which case leveling magick skills will slowly improve your ability to cast more often. If so, then my point about the discount is moot/optional based on how well that scales in the lategame.

Also my fall damage claim is anecdotal, I personally haven't had that much issue with it so far, but my acrobatics is only around 20.
ive gotten a couple of items from quests now that when you have them in your inventory your mana gain is increase. i never have had to drink a mana pot
Originally posted by Shaboody:
ive gotten a couple of items from quests now that when you have them in your inventory your mana gain is increase. i never have had to drink a mana pot
I have not had this experience.
The only hold buff item I have is the one for hand to hand.
Also, having a buff like this allows you to get perks beyond your actual level.
Does anyone know if this bugs out the game if you remove the item?
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