I probably should have just double-posted, it's not like there is much competition anyway.
But good to see you are still at it. I'm particularly excited about the autoloot change.
Also I forgot to mention that I was playing release 6 when I took those notes.
This is odd. I tested this and it worked. Note that the reach attack indicator is not shown if a creature is not aggroed enough to attack you. You can still attack it with [f]ire.
I think I had pressed 'f' and it gave me the red text that says I need a reach weapon.
Maybe I was wrong here though, and may have not have picked up the talent for that particular character.
But I could have sworn I double checked by picking up a great-sword with the same guy and it worked.
This might be added at some point. Any ideas for what commands to have? Or what kind of UI to have for it?
I'm not so sure anymore. I wrote that when I was using allies more, but now mostly do lone wolf characters.
I remember wanting this when one of my allies ran off to fight a powerful enemy I was escaping from, and they got themselves killed.
I wanted a way to get them to follow me away from the danger. It could also be used to prioritize targeting when against multiple enemies.
You could maybe also use it to talk to or recruit characters from a distance, which would make sense to me since they already talk
to you over distances.
For UI I was just thinking about expanding the 'y' command to have some sub-options. Similar to how autopilot works now.
You point at a target and press the button for what you want to do.
Yes, this is annoying. Not sure how to handle this.
Maybe what is covered by night-vision could be tinted a certain color (something easy on the eyes), but only when not covered by actual light.
That's all I can think of.
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In the meantime I beat the game again in release 8.
I had a feeling about that key in the end... It was a bit anticlimactic, but worth going back just for fun anyway. The secret boss was kind of a pushover.
He should be able to blink away when stuck, or have resistances, or something. Since I just filled up his room with acid and he would helplessly melt.
I had to block the door, but his damage output wasn't enough to compete with the devastating and ongoing background effect of the acid.
Then again, I saved him for last, expecting more of a fight, so my character was also tremendously over-leveled for the occasion.
Otherwise the final bosses were considerably more difficult this time due to me lacking a cloak of immunity or something like that.
This is despite the fact that I was a much higher level when fighting them.
I had also put more effort into searching and leveled the skill this time around. It payed off well in items, experience, and entertainment.
Though even with a very high search (26 with true-sight), it was pretty hard finding every nook and cranny of each level, I tended to get ~%97 coverage.
I also put more points into disarm, but it was not so useful. Traps themselves are never a big threat, and setting them is not worth the investment.
But maybe a more limited character would find use in it. This guy had better (magical) ways of doing all the things disarm does.
The potential for additional EXP for disarming things was alluring though, but ultimately I didn't invest enough to see how far that goes.
Just a few more things I noticed this time around. These are all for release 8 unless otherwise noted.
(notes)
1.The game should give a warning before stepping into dangerous terrain, like an acid cloud.
It wasn't a big issue, and I only slipped once or twice into one. But I could see it being a particularly frustrating death.
2.The "true-sight" spell was pretty tedious to tap over and over when searching old levels for hidden doors.
Not sure what to recommend, since it's the only spell with this problem.
3.Maybe there could also be an option in the autopilot to help with backtracking to unsprung traps.
Once I had the disarm skill leveled, I wanted to go back and disarm some, but finding them again was difficult.
4.I noticed the game has this strange habit of greying out the option to save occasionally. It has only happened a few times and I don't know what it is for.
All 3 times this happened to me were pretty inconvenient though, particularly since I use wine and the screensaver popping up crashes the game.
Usually it "clears up" after a while as well, and I can save again, but I don't know what causes that either.
5.The victory/obituary file should have a note somewhere for which release this happened in.
6.The secret boss doesn't drop that essence stuff like all the others do in the end (Though that might be intentional).
(cosmetic remarks)
7.Mimics in the victory/obituary file are listed 3 times, but not as which one (chest, coffin, or door I presume)
Same for "Wolf" and several other enemy types, it might just be from these kind of cosmetic differences.
(bugs)
8.This is actually something I remembered from the last version I played (release 6), but forgot to mention.
Once picking out one of the final bosses to kill, if you cast confusion the rest of them will gang up on the one.
They might be allied, but are not hostile to you yet, so the effect was kind of strange. It wasted the one guy pretty quick iirc.
I think I had just cast confusion to deal with his summons. My memory is kind of hazy so you may want to see what happens yourself.
9.If you switch spots back and forth with an enemy type that loses it's patience (like a snake or centipede), it will not become angry.
So long as you spend your turn switching spots with it, their HP bar will remain the same color. You can do this indefinitely.
10.Interestingly I had 100% map exploration of level 3, yet only found 12 out of the 15 hidden areas there. I am not sure how that is.
If it's determined by opening containers, I have a possible explanation: Often I do not open containers with a guardian in the room.