Slava wrote: ↑Fri May 23, 2025 6:46 am
Hi Jos, thank you so much for your review! I was expecting some new bugs to appear. Unfortunately, I don't have time to test everything myself. Huge thanks to you for this! I will definitely fix all bugs and release a new version in the near future.
Did you find a little mention of yourself in the game?
I was unable to reproduce the error at the third level. Maybe it doesn't always happen?
Hi again, that's great to hear! I didn't find the mention.. ah, I guess I rushed it a bit this time. Next time, I will find it. I said third level, but I was mistaken, it happens at Dark Tower Level 4 (map 36). It's kinda like the 3rd encounter, so I got that mixed up. I have some extra minor issues to add too: Ale Flask results in a crash and the spell Nature Grace seems inactive.
About the new options: I was excited to use them, something different right? It was fun using them, but in the end, I think the "old ways" were in a way better. I'll give all my examples, and you can just decide what to do with it, or even completely ignore it, it's all okay. So here we go: I turned the bleeding off, and I know this was a remark made about the forest level being a bit harsh with bleeding, and he has a point, and maybe it's a little bit better without, but from there, not having Bleeding On, is ripping your Mod of something essential. It all felt a little bit flat, like a horror house without jump scares. And you will find enough Bandages and Blood Herbs, can even buy them, so Bleeding On is very recommended.
And there's the Forbidden Spells. I know of a guy who literally asked for these (that was me), but they are to risky to use. I used them all together, with the Air Boots, and after loading, Time itself was flowing differently. I was slow until I consoled myself out, and then got slowed down on ladders and stuff, it was pretty weird. Forbidden is the right word, but Time and MovementSpeed seem techinally implemented in a way that modding it, maybe isn't recommended.
Knowledge being Oblivion Potionable gave me 5 extra skillpoints. And I didn't have Knowledge 3 or 5 for more than 10 seconds, just to read the books. In the old version it was like an investment, that if you would find enough (there's like 10) you work to a net positive. In the new version, it just turns any book into a skillpoint book. Very forced to exploit it, why would I want Knowledge 5? Permanent based felt justified.
I think your premade party is perfect for your mod. It's a gentle nudge in the right direction, making Poison Cloud/Druid Swarm and Wizard Dispel fun spells to use, while you also basically need a Rogue and a Paladin. And, the custom party of 4 Lizards makes your well crafted Elemental Tower a walk in the park. I also like your premade party, because they have things to say, have unique abilities (I love it when the alcoholic dwarf went into a Rage because he doesn't have a drink!), while the party finding adds something fun to your mod.
I don't think Treasure detection is working, and it's not a ability I need. Your mod is not a digging kind of mod. You can, and there is stuff under the ground, but it's not that important either.
The reason I said you can ignore this all, is because my preferred way of playing is available, I just need to toggle the right settings and choose the right options. But that is a bit of a in 'hindsight' story, where I could see myself choosing the "wrong" ones, if I would start up your mod for the first time. If you would release it like this, I would add a "recommended" session.
Pff, that was a lot again. Know that it is out of love, not criticism. The Arena buttons were spot on. In the old version I didn't use the wallet, now it's working perfect. The enchanter next to the enchanter items is also QAL+, now I usually upgrade one item after an Arena fight, instead of managing like 6 different ones, because of the long walk. Getting rid of the decimals looks better too. All in all, it was just a fun walkthrough again, so I'm just thankful.