I just saw your update when I booted up the game.
If a creature has 10 health points and you damage it for 7 and it then runs away and some other creature kills it, you'll get 70% (7/10) of the XP, whether the killer is friendly or not and whether you see the death or not.
I must have not noticed because the text does not appear when they are away, or it doesn't happen that often. Either way that's a relief.
Theoretical question though. What if the creature heals in the meantime?
Anyway, it's good to see that the game is getting attention. It was interesting comparing my experience with the other victories.
I share some of their opinions, like that acid cloud and wail of the banshee are OP, even in the later game, for similar reasons.
I'm surprised to see people beat the game without lone-wolf. Though I didn't know the NPCs level with you.
Didn't know the final bosses had special diologue if you don't kill them all before the final-final boss either. That's interesting.
Ranged-characters are having trouble holding my interest. The fire-power is so weak for ranged weapons I just end up using melee even with lower skill.
Feels like that route is not too fleshed out yet. Like ranged combat is primarily intended to be used as a supplement to melee combat rather than on it's own.
I will probably keep playing with melee or magic characters for a while, though I think I prefer melee even if weaker because magic is always the same process.
(i.e. I will always start with energy bolt, then blink, then acid cloud, then holy burst, then wail, etc) A few of the spells really outshine the crowd.
No wins this time around. Though I did take a few notes for release 12:
(Notes)
1.You don't start out with enough ammo to get very far with a ranged character for some builds.
Quickly you will run out of shots and be brought to throwing daggers or whatever you can find.
Sometimes at this point I just go to melee, which feels like less of a hassle even if my character is less proficient.
Interesting as emergent gameplay though. My ranged characters often become the rogue from nethack, flinging daggers around.
2.Speaking of that, it would be nice if throwing talents like duelshot could be used with thrown weapons as well.
I know daggers don't stack, so I don't know how awkward it would be to implement, or any balancing issues with it.
3.The starting ability priorities (i.e +2 body,-2 motion) of any race seem to make no difference. Any build can be made with any race.
Race only seems to be functionally seperated by posession of dark-vision vs the extra talent of humans as far as I can tell.
4.I've noticed there is really not much variety in ranged weapons. There is the short-bow, sling, and long-bow.
Compare that to the many spells and copious melee weapons in the game. There are also no ranged artifacts as of yet (that I have found).
(Bugs)
1.I once accidentally wandered into a myconids poison cloud while non-hostile, and it became hostile and attacked.