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报告翻译问题
Any idea about a timeline when these good ideas will be implemented in the future?
In this game's case, it's more like a fetch quest. Escort characters never appear anywhere, they're just sort of somewhere nearby the whole time, and their existence only matters for the turning in of the quest and causing random encounters with "assassins" to sometimes occur (these assassins will not attack the escort characters, just you)
Instead, it would be much more interesting, I believe, if elements of the dungeon layout besides the one room you just opened were modeled. You might assume hallways were, say, 20 feet wide (4 squares), and doorways two tiles wide, and have the party start in the hallway when they kick open the door.
It would also just be neat to have rooms shaped in ways other than a simple rectangle, and give more feeling like the battle was taking place in the dungeon you were just exploring rather than a pocket dimension that spawns just for that battle. This sort of thing was also what they did back in the "Gold Box" games, where the battle maps were made of the local 5x5 squares of the dungeon maps.
Doing so might allow for other things, like random encounters in hallways, or for enemies in rooms to try to flee the room, and possibly the noise of combat to alert other monsters to come charging in from another nearby room, making for more dynamic combats.
(For reference, the Gold Box games actually up on Steam, too:)
https://store.steampowered.com/app/1882280/Forgotten_Realms_The_Archives__Collection_Two/
Monks should use flurry of blows instead of full attacks when possible in autocombat. So may be you encountered a bug. We'll check it out.
Thanks and will be considered.