Keighn: I take it only in the video the bard talks while telling the tell? I haven’t had much of a chance to play the game. Maybe on the plane ride home I will get a chance. Lord knows 4-6 hours in the air sucks if all you can do is sleep. (Yeah I get in on 1:40 in the morning)
I don't believe there are any problems with the introduction.
That said, it's a little ambiguous. Is "The Bard's Tale" the story being related by a bard of your adventures after they complete? Or is it the Bard's Tale because you are sort of expected to have a bard in your party. Or both? Or neither?
It's up to you, but the opening segment is just setting the mood and the overall scenario. He doesn't continue to exist after that.
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Bugs:
* It is possible to get the following message fighting an event golem in Harkyn's 1 "<Your character> attacks the Golem and hits." Hits? .. for.. no damage? what? Not sure if this is special to this encounter. Also "<your character> slashes at a Golem and hits." Reproduced repeatedly on the Golem fights. Also reproroduced fighting the Jabberwock.
* Hot coals health drain is not working. Traversed hot coals hallway 10 times, no hp drain. Will try again later with different buffs. At the time i had just traveller's tune, lesser revelation, and magic compass.
* The hitpoint drain misbehaves differently on Harkyn's 2. In the .. drain area in the slotty corridors just east of the stairs reaching the level, there are dead-ends where the last two squares are hitpoint drain. Stepping on the first drain square does nothing. Stepping on the second drain square (the dead end) drains once. Turning around in place does nothing. Stepping back onto the first drain square does nothing. Very strange bug.
* Testing still more, it seems that the hit point drains are now *very* *very* slow drain effects that are not keyed to player movement, but instead a very slow timer, such that it's rare that it will engage when you are on the square at all. Given how confusing this with, and how experientially this directly conflicts with the signs like "hot coals" etc such that the player is likely to never see the effect, I think this is a design flaw.
UI problems:
* When encountering the crystal sword, the message is simply "There is a crystal sword here". There is no communication to the party that an item has been acquired. In the original game this was not a problem because the sequence was something like: "There is a crystal sword here" -> "<character name> got a crystal sword". In this game, there is no messaging when the party collects an item as a whole, so this sequence becomes very confusing.
* Same as previous, "There are piles of robes here" conveys no information about the party acquiring the robes.
* As mentioned by others, getting a single "robes" from the encounter seems incorrect. The game just described "Piles of robes" and you now have one robe? I haven't tested how the baron's legions react to wearing one "Robes" yet, but even if it works it doesn't make a lot of sense. Why would one of your many party members having robes on confuse them? Also it's a little awkward that you fight 6 guards (to presumably get 6 robes) when you can now have 7 party members.
* When the party has a "full inventory" of 40 items, you are prevented from swapping equipment. This is kind of goofy because after you swap the equipment you will not have 40 items, but I suppose the game either just checks for full inventory before considering an unequip, or applies the unequip first.
* Something is wrong with the spell list in the Wizard Spells. Prime Summoning is sorting among the level 2 spells for wizards instead of level 4 where it belongs.
* Robes Update: Having now reached the berserkers encounter, wearing the robes on any single party member appears to have no effect at all. After going to Garth's and buying 6 more Robes, The encounter operates as expected. Thus we can confirm that: a single Robes drop is an incorrect change from the original game.