- A hand full of grammar mistakes in the early sections (I didn't write them down). I know you have to deal with wordwrap and limited space, but it might be better to shorten some of the dialogue.
- Second village grammar stuff... "Our smith Graen also joined Equus on his expedition to the east of Safri. What foolishness! Now our best fighter and smith rot in the bowels of the devourer while we are short of both men and good arms." Shouldn't their expedition be West of Oaktstown?
- The other talking npc in the second city mentions an ambush but it sounds more like an assault.
- "I just hope he did not meet a gruesome demise inside of that monstrous worm!"
- More grammar errors from the second city (Oaktstown?) "Without the clan key, nobody will be able to enter Skullkeep and reclaim it back from Dragoth before he uses the crystal of power to open a portal to the world of chaos. Then we would truly be lost forever."
- It is somewhat confusing what the town names are. You should put up a sign somewhere.
- Village elder: "It is rumored the library of the maelurn monastery holds many secrets and amidst them, the most potent arcane spells. The monks are also famous enchanters known for their skill at creating magical equipment."
- In the note from the monk about the key in the drain. It says swipe a floor instead of sweep the floor. Killing him doesn't make the rest of the monks attack either.
- The main village elder did not update his text after getting the 4th key.
I will revisit the grammar and lore at one point, but currently I did not get a chance to look at that.
- Odo spams that hes carrying too much right out of the freezer at less than 5kg load.
- Jarod says something when you enter the worm section of the cave, but he is not in my party.
I Same as above. Character dialogues are not completed yet. I really lack an inspiration and writing capabilities to complete them, so I will disable them for now in the next version. Maybe you could come up with some dialogue and characterization?
- Graen's mine seam ability turns seams into fountains, but otherwise seems to work
- You can't remove gold keys from the top level of the castle with the first clan key. Same with the cauldron room of the last clan key.
- None of the later weapons are sharpenable either.
That is actually intentional.
- You can pretty easily get all of your stuff into the Keep since you can just throw it in. If there was a retracting ladder like the gladiator pit, it would really only be what you can carry.
That is OK, no equipment restriction was intended. You can always overburden your characters anyway.
- Only the spoiled bats disappeared, but the other spoiled food did not. Poison does almost no damage, so there was no problem letting food spoil.
That is intentional, but I may decide to change it.
- There is no Eli's staff in the keep, so if you did not bring one, every floor is filled with annoying creatures. This is mostly okay and makes the coverplates useful, but might make the last floor impossible. Maybe have it on sale from the dwarves?
You can now use markers to close those gates too.
- I had to unfreeze the druid to break down trees in some places. It would have been nice if I could bomb the trees instead.
Sorry, only druids allowed
- Game crashes if you let a bomb blow up in your hands.
- Weapon Store in the second village won't buy my katana and it is not sharpenable.
That is certainly an issue, I will try to fix it.
- The Section with Cordian's freezer has boulders up top, but when you fill the holes from above, nothing shows up below.
You mean that the pits are still visible? There is no graphic from filled hole from below.
- You can easily get trapped in the worm cave. Pull on rocks requires a lot of strength and you can trap yourself in some sections.
You shold be able to brew those potions, but perhaps I will remove the strength requirement.
- The monastery music can get really really loud if it stacks from loading saved games.
- There is almost no music in the keep, and when there is music, it is very soft.
Unfortunately there is no way to implement music in a better way in RTC. Whenever you can teleport, it is really difficult to have area-based as opposed to event-based music.
- Techmace felt really weak, slower, and more expensive compared to the Vorax or Excsymyr.
- Final boss was really easy... He only hit me once and I didn't even try to dodge him or move around. Just straight up melee fight. I think he needs those attack minion portals like the original DM2 had, and also move and act faster.
- The dungeons were pretty easy in general. All of the enemies moved slowly and were easily danced around since there were not many of them.
Will try to balance that.
- Couldn't get the secondary room in the monastery library to open up. No clue how to do it.
- The fire keys in the caves level don't do anything for the most part.
- Couldn't get the last secret chamber in the Vault area open. It probably had a gargoyle and Tech Pants, but I couldn't find a button.
- I did not figure out how to open the Arch Mage door, but managed to get in from falling into a connected room.
- There were a few doors that I never got opened and were probably broken. One at the end of the poison hallway on floor 1 near lightning maze and the stairs up to floor 2. You fall into it after using a gold key, but the door doesn't open when you use the gear. The next one was a dragon door near the "an eye for an eye" placard on floor 1. Another one floor 2 by the "one trick and one treat only" placard. If you don't use the gold coin and go around instead, the door won't open with the gear.
I Will double check that, but I believe this is alright.
- You can lock yourself into the 3x3 square room with barrels on floor 2 above the imp maze by throwing something onto the pressure plate at the only exit.
- The dwarf that recharges items is an asshole that broke my new fury weapon. I killed him then loaded my game.
- When in the power crystal room and looking to the left side, there is an eye, a pressure plate, and the hallway that the roof lightning comes from. The floor pit the eye creates does not reset, so it might make it impossible to proceed if you close the zo gate then trigger the eye (blocking out the roof lightning).
- The second time I went through it, floor 2 did not have any stone golems.
That needs a fix. Thanks.
- The Stunt, Scare, Confuse, Freeze scroll in the room with barrels after the 4 elements room has spells that don't work or are uncastable (spells with 2 form symbols).
- Many of the spells are confusing. I have no idea what Fuse does or Des Kath Ra. The auras were not very clear either, like tracking. Same thing for most of the persistent spells.
I will try to explain the effects of the spells better on the scrolls.
- The Cistern could use a few more types of monsters to make the glomp's root more effective. Maybe a fast slime with less damage and no root spell?
I will think of that.
- The machine situation was really frustrating. The first time, I had freed the golem behind the blood key and he used all the pyro. He later died somehow but the pyro only came back one at a time which means I only had 30 seconds to try to get the lightning working on both machines. The lightning rod on the top is only good for 1 bolt of lightning per fuse.
I loaded my save before I entered Skullkeep to do this all over. Saved all of the pyro for the end, and made a teleport mark at the gate switch. Put a fuse in the roof and the spam clicked the switch to open the final portal.
I will probably make the golems not to pickup the pyro in the room and rather extract it from an endless seem. I was thinking of having more charges from the thunderbolt, but this way it is more about timing.