Posted May 13, 2020
Since you (the devs) asked me to leave feedback here, I'll happily do so, and I'll update this thread with more feedback as I play the game. The Steam forums are more active, but whatever. Feels more honest to leave this thread here.
Background: I used to run and play 3.5e D&D, and I've played earlier versions as well. I have no real experience with PnP Pathfinder. I've played cRPG implementations of D&D rules going back to some of the old gold box games like Curse of the Azure Bonds. Ironically, I was never a huge fan of the Baldur's Gate series or Icewind Dale, but I did enjoy Planescape: Torment and some parts of NWN (the PC game, not the old online service). Heck I even played Dark Sun: Wake of the Ravager and Dark Sun Online.
But enough about that.
First Impressions
You're cloning BG2's art and play style, which is good if you like BG2 and bad if you prefer the way NWN (NOT NWN2) worked. Personally I felt that NWN's art style was weak (until Hordes of the Underdark), but the camera setup was great. I liked being able to switch camera angle, pan n' zoom, the whole nine yards. Can't say I am a huge fan of NWN not having a world map.
I'm cool with the realtime combat, mostly.
I set Kingdom Management to Auto straight out of the gate. That aspect of the game doesn't interest me much. PoE's keep management was already kind of a headache. I'm on normal difficulty, if it matters. I'm running a Str-based Cleric (Crusader) of Gorum with the Strength domain. I wanted to go Cha-based, but I see there's no implementation of 3.5e's Divine Shield or Divine Might, so . . . nahhh. You do have Righteous Might which will be kinda fun with a reach weapon, if I ever bother to start using one.
The Strength domain powers seem kind of . . . disappointing, and I keep forgetting to use Strength Surge. It's pretty underwhelming for a Cleric that is a front-line DPS. Are you going to give up a full round of attacks to use that buff on someone like Amiri? I dunno. The Community and Nobility domain powers looked better, but I really wanted either War or Strength domains so I could get some of my favorite spells in domain slots (notably: Righteous Might and/or Divine Power). Having the Pathfinder version of Tenser's Transformation as a domain spell may also be amusing. We'll see. You apparently have no Greater Magic Weapon which is really disappointing. But you do have Magic Vestment?
Tutorial
Pretty standard stuff. My only problem with the tutorial is that I couldn't pledge my support to Tartuccio. I'm being thrust into a leadership position right out of the gate, so I tried being defiant by choosing every pro-Tartuccio dialogue option available. Sadly it was not meant to be. I don't want to be the baron. I want him to deal with that crap so I can bust heads.
I robbed the guard's treasury (and passed it off as "guarding the money", lol) and tried to rescue some dying guards, and wound up with Amiri, Valerie, and Linzi following me. I'm kind of glad since I would have had two more divine casters in my party otherwise. As much as I love Clerics, I don't love them THAT much. That being said, I came out with three front-liners and a Bard, which is still not great class composition. At least we wreck in melee.
Chapter One
First problem I had was figuring out how the world map interface worked. I kept trying to go back into the city to sell my looted crap (I looted everything), but I couldn't do so. Instead I had to trek to Oleg's, and it took me awhile to figure out that I had to click on the little arrow next to the city to move. Clicking on the map itself didn't do anything. Travel was excruciatingly slow due to party encumbrance.
Oleg's was pretty standard. Nothing here jumped out as bad, and setting traps for them was fun. I think convincing the alchemist to help us in the fight was a bad idea, since he kept hitting us with potions. Jerk. Had to save/reload on the fight once because of that. Only other problem I had was that supposedly Anoriel Eight-Eyes lets you recruit mercs (for as little as 1 gold?), but I never found the option until later in the chapter when mercs were 8k gold each and I already had a full party. Seriously, the dialogue option just wasn't there. Is that normal?
The spider cave was easy but stupid. Giant spiders? Fine. And I got the berries without seeing one swarm. The swarms still have the same basic problems that people have complained about from the beginning: thrown splash weapons only do 1 damage to them, and AoE spells (in my case, Firebelly) are pretty underwhelming. I managed to kill one swarm using 5 flasks and two Firebelly spells. That was enough. I left and came back later at Level 3 with Tristian, and we used Extended Firebelly, which was enough to get rid of the rest of the swarms. Low xp rewards and a +1 magic weapon were not really worth it, but hey, at least I killed the stupid things. Between the tutorial and Anoriel not offering me any merc options, I had no way to use Burning Hands (or similar) without playing an arcane caster from the start. I can see why you shuffled those over to a side cavern in the back so people can just avoid that encounter.
I did not like the Technic League encounter. I kept getting this over and over, and I only had four party members at the time, so it was either lose a party member semi-permanently or die. I reloaded every time on this thing until I finally had Tristian, at which point I was able to kill them in combat, track them down at their camp, and finish them off. And really the encounter wouldn't have been so bad except that a). I only had four people and b). my entire team kept repeatedly failing Will saves against the one caster. Also I couldn't pre-buff, naturally. If I were running this as a PnP game, there's no way I'm throwing Technic League at my players while there's only 4 of them and they're only level 2. Only way this encounter really works is if you let them take the party lead captive and then do a jailbreak sequence with the rest of your party on the outskirts waiting to charge in and help. THAT would have been a good encounter. I was not willing to go down to 3 party members under any circumstance.
In contrast, most of the other random encounters at this point (and throughout most of Chapter 1) were vastly underpowered. Two bandits? Some of those marsupial dog things (Thylacines)? Cmon. Some of them were okay but most of them were really weak. I think I had one good bandit encounter and that was about it. Also had a random encounter late in Chapter 1 that was three trolls and a stronger troll beating up on some bandits. My first inclination was to watch the fight, but the trolls eventually noticed me and I just reloaded on the spot. And then I exited the encounter. That was a hard "nope!". At least you let me leave. For the most part, this game doesn't let you do that, which is really obnoxious.
I was completely put-off by the fact that I had to track down Tartuccio. Like I care about what he's doing? Let him follow me. Of course I wouldn't be upset if he finished off the Stag Lord before me! Letting the game languish until you finally start tracking him was kinda lame. The fog won't clear until I follow him, specifically? Raaaailroooaaaaad.
Stag Lord encounter was okay. I get that you have people trying to sound the alarm (which would make the last fight a lot harder), but at the same time, it seemed a little cramped in there for people to NOT notice me wiping out their comrades. Suspension of disbelief and all that. Also, I know you wanted the Stag Lord to have height advantage for his bow, but putting him on the same platform every time is kinda dumb. I just reloaded when I saw him do that and positioned Amiri and Regongar up there to intercept him. They touched off the encounter, and sure enough, he teleported up there and was dead in maybe three rounds. You would think he would choose not to go there if he had two thugs waiting to beat the hell out of him. They also caused all the bandits to try and charge around the bend so they could climb up on the platform to help their leader(except the one divine caster in the corner). It split the encounter, enabling me to squash the divine caster while the rest of the bandits were intercepted by that Paladin dude, an owlbear, and (eventually) Valerie. Overall I think it would have been more-interesting if the bandits went for the alarm earlier, and if the Stag Lord picked his starting position based on whether or not you had any people waiting for him on the platform.
I'm in Chapter 2 now, and I'll continue with some of that in my next post.
Background: I used to run and play 3.5e D&D, and I've played earlier versions as well. I have no real experience with PnP Pathfinder. I've played cRPG implementations of D&D rules going back to some of the old gold box games like Curse of the Azure Bonds. Ironically, I was never a huge fan of the Baldur's Gate series or Icewind Dale, but I did enjoy Planescape: Torment and some parts of NWN (the PC game, not the old online service). Heck I even played Dark Sun: Wake of the Ravager and Dark Sun Online.
But enough about that.
First Impressions
You're cloning BG2's art and play style, which is good if you like BG2 and bad if you prefer the way NWN (NOT NWN2) worked. Personally I felt that NWN's art style was weak (until Hordes of the Underdark), but the camera setup was great. I liked being able to switch camera angle, pan n' zoom, the whole nine yards. Can't say I am a huge fan of NWN not having a world map.
I'm cool with the realtime combat, mostly.
I set Kingdom Management to Auto straight out of the gate. That aspect of the game doesn't interest me much. PoE's keep management was already kind of a headache. I'm on normal difficulty, if it matters. I'm running a Str-based Cleric (Crusader) of Gorum with the Strength domain. I wanted to go Cha-based, but I see there's no implementation of 3.5e's Divine Shield or Divine Might, so . . . nahhh. You do have Righteous Might which will be kinda fun with a reach weapon, if I ever bother to start using one.
The Strength domain powers seem kind of . . . disappointing, and I keep forgetting to use Strength Surge. It's pretty underwhelming for a Cleric that is a front-line DPS. Are you going to give up a full round of attacks to use that buff on someone like Amiri? I dunno. The Community and Nobility domain powers looked better, but I really wanted either War or Strength domains so I could get some of my favorite spells in domain slots (notably: Righteous Might and/or Divine Power). Having the Pathfinder version of Tenser's Transformation as a domain spell may also be amusing. We'll see. You apparently have no Greater Magic Weapon which is really disappointing. But you do have Magic Vestment?
Tutorial
Pretty standard stuff. My only problem with the tutorial is that I couldn't pledge my support to Tartuccio. I'm being thrust into a leadership position right out of the gate, so I tried being defiant by choosing every pro-Tartuccio dialogue option available. Sadly it was not meant to be. I don't want to be the baron. I want him to deal with that crap so I can bust heads.
I robbed the guard's treasury (and passed it off as "guarding the money", lol) and tried to rescue some dying guards, and wound up with Amiri, Valerie, and Linzi following me. I'm kind of glad since I would have had two more divine casters in my party otherwise. As much as I love Clerics, I don't love them THAT much. That being said, I came out with three front-liners and a Bard, which is still not great class composition. At least we wreck in melee.
Chapter One
First problem I had was figuring out how the world map interface worked. I kept trying to go back into the city to sell my looted crap (I looted everything), but I couldn't do so. Instead I had to trek to Oleg's, and it took me awhile to figure out that I had to click on the little arrow next to the city to move. Clicking on the map itself didn't do anything. Travel was excruciatingly slow due to party encumbrance.
Oleg's was pretty standard. Nothing here jumped out as bad, and setting traps for them was fun. I think convincing the alchemist to help us in the fight was a bad idea, since he kept hitting us with potions. Jerk. Had to save/reload on the fight once because of that. Only other problem I had was that supposedly Anoriel Eight-Eyes lets you recruit mercs (for as little as 1 gold?), but I never found the option until later in the chapter when mercs were 8k gold each and I already had a full party. Seriously, the dialogue option just wasn't there. Is that normal?
The spider cave was easy but stupid. Giant spiders? Fine. And I got the berries without seeing one swarm. The swarms still have the same basic problems that people have complained about from the beginning: thrown splash weapons only do 1 damage to them, and AoE spells (in my case, Firebelly) are pretty underwhelming. I managed to kill one swarm using 5 flasks and two Firebelly spells. That was enough. I left and came back later at Level 3 with Tristian, and we used Extended Firebelly, which was enough to get rid of the rest of the swarms. Low xp rewards and a +1 magic weapon were not really worth it, but hey, at least I killed the stupid things. Between the tutorial and Anoriel not offering me any merc options, I had no way to use Burning Hands (or similar) without playing an arcane caster from the start. I can see why you shuffled those over to a side cavern in the back so people can just avoid that encounter.
I did not like the Technic League encounter. I kept getting this over and over, and I only had four party members at the time, so it was either lose a party member semi-permanently or die. I reloaded every time on this thing until I finally had Tristian, at which point I was able to kill them in combat, track them down at their camp, and finish them off. And really the encounter wouldn't have been so bad except that a). I only had four people and b). my entire team kept repeatedly failing Will saves against the one caster. Also I couldn't pre-buff, naturally. If I were running this as a PnP game, there's no way I'm throwing Technic League at my players while there's only 4 of them and they're only level 2. Only way this encounter really works is if you let them take the party lead captive and then do a jailbreak sequence with the rest of your party on the outskirts waiting to charge in and help. THAT would have been a good encounter. I was not willing to go down to 3 party members under any circumstance.
In contrast, most of the other random encounters at this point (and throughout most of Chapter 1) were vastly underpowered. Two bandits? Some of those marsupial dog things (Thylacines)? Cmon. Some of them were okay but most of them were really weak. I think I had one good bandit encounter and that was about it. Also had a random encounter late in Chapter 1 that was three trolls and a stronger troll beating up on some bandits. My first inclination was to watch the fight, but the trolls eventually noticed me and I just reloaded on the spot. And then I exited the encounter. That was a hard "nope!". At least you let me leave. For the most part, this game doesn't let you do that, which is really obnoxious.
I was completely put-off by the fact that I had to track down Tartuccio. Like I care about what he's doing? Let him follow me. Of course I wouldn't be upset if he finished off the Stag Lord before me! Letting the game languish until you finally start tracking him was kinda lame. The fog won't clear until I follow him, specifically? Raaaailroooaaaaad.
Stag Lord encounter was okay. I get that you have people trying to sound the alarm (which would make the last fight a lot harder), but at the same time, it seemed a little cramped in there for people to NOT notice me wiping out their comrades. Suspension of disbelief and all that. Also, I know you wanted the Stag Lord to have height advantage for his bow, but putting him on the same platform every time is kinda dumb. I just reloaded when I saw him do that and positioned Amiri and Regongar up there to intercept him. They touched off the encounter, and sure enough, he teleported up there and was dead in maybe three rounds. You would think he would choose not to go there if he had two thugs waiting to beat the hell out of him. They also caused all the bandits to try and charge around the bend so they could climb up on the platform to help their leader(except the one divine caster in the corner). It split the encounter, enabling me to squash the divine caster while the rest of the bandits were intercepted by that Paladin dude, an owlbear, and (eventually) Valerie. Overall I think it would have been more-interesting if the bandits went for the alarm earlier, and if the Stag Lord picked his starting position based on whether or not you had any people waiting for him on the platform.
I'm in Chapter 2 now, and I'll continue with some of that in my next post.