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For the new mechanics I introduced, that's a fair point, and I could probably explain them better. Sometimes, half the fun of playing these games is figuring that stuff on your own tho. I'm aware of a few digging spots that might be a little obscure as well. Some of them are secrets though, and having a written note for every secret in the game kind of defeats the purpose. There are clues, but they may be subtle. The world design is very specific, and rewards players who pay attention, take notes, and experiment.
As for herbs, I actually wanted to have some scarcity there. I'm aware that Alchemy, potions, and bombs can be overpowered. Also, with the game's quicksave ability, as well as the myriad of healing options (including the Healing Spell I added/adapted from the Crystal Shield), I felt like there's enough resources for players to survive, but maybe not thrive. There's also the respawning monsters that can provide unlimited food and ammo, and that even includes the three foods that boost the stats of certain species of champions.
On the NW and falling, it may be possible to get a Rope in the NW before ever having to take fall damage. Note that I don't think the Rope works with any elevated holes (holes where the ground is at higher elevation).
For character progression, overall, I wanted to make all Classes viable. Seeing how Barbarians were overpowered in the melee/tank department, and they get +1 Strength/level, I figured why not just give every class a +1 Stat/level. As for Accuracy and Reach, I've had a complaint or two about bumping Reach up to 3, but it is a singularly unique and powerful perk, and I also improved Accuracy itself, so that was my way of balancing that Skill. As you noticed, I added Reach to the Scythe, and maybe another weapon or two, and I also made a few more weapons work underwater (just about any Spear, but not the Scythe, I don't think). I really want to see if Fighters and Knights can compete with Barbarians now with these changes.
As for Firearms, Idk how they compare to the other Skills, but they're definitely improved from what they were. The Skill itself reduces cooldown by 10% per level, up to 50% at level 5 (so a 5 second cooldown would be 2.5 secs. I tested this with a timer in-game). Also, all Firearms now scale with Dexterity (except the Cannon which scales with Strength), and almost every Firearm is more powerful in some way or another. Also, the Arquebus is a shotgun now. The faster fire rate does mean that you'll consume more ammo, but respawning Ratlings can drop ammo.
But what I really want to know is... which two secrets did you miss?