I'm about 20 hours in, I just got the graveyard key from the zombie-spawning hillock thinger, whatever it is. I can tell from the note in her grave who the librarian is, but haven't discovered it in-game yet.
I think
BING XI LAO hit on most of the relevant points, I just want to chime in.
TLDR; it's great, you should buy it and play. There's some really annoying shit and it's janky af. Most of it should be easy to fix.
The Good
- It's just fucking fun. I'm trying to remember the last time I enjoyed exploring a world like this, and I'm coming up blank for the moment. The Exiles, maybe? It really nails the feeling of someone plopped into the middle of a situation he doesn't understand, slowly unraveling what's going on. I have a genuine appreciation of a huge scope of history. It's really cool, I never thought I'd play a game that could make me do more than roll my eyes "like bro, this world is like, so deep bro, it's like, historical bro, too much bro wow". But this one's done it so far.
- Exploration is amazing. There's always some new branch of the eponymous caves opening up, some new stretch of overworld to explore, some new crypt that you just figured out how to get into. One thing I really enjoy (and am frustrated by, more on this later) are how exploration is tied into the world's history and its cosmology. Certain areas, passages, doors, treasures etc are tied to things like which of four moons is shining, their alignment with each other, etc. Others are tied to interaction with different objects, sometimes in completely different zones. Books and notes found ingame may mention areas you can later find and explore. Each character has a special exploration-related ability. In practice so far only one of them has a big gameplay effect, but the others are convenient in various cases.
- The minimap is well-done for the most part (more on this later too...). It gives exactly the level of detail needed to jog your memory when something you've just seen/read starts to bug you, "man didn't I see something earlier related to that while exploring...?". There's also an auto-(not fast-)travel option and auto-marking of gathering spots. Convenient without being popamole.
- Combat. 6 man party, facing anything from 4 to a dozen creatures, nicely sized combat map, tons of skills, fights can be unexpectedly deadly. You can set your party's formation, with position making a small difference (modifying initiative depending on where the char is set). Each char also has 2-3 unique combat skills that can gain an evolved form.
- Character development, for the most part (more on this later three...). You pick your stats at the beginning, they don't change except through special events or temporary buffs (usually from camping). There are a dozen universal skills, then each ability and spell is a skill on its own. Levelups give skill points, and occasionally trait points (passive bonuses) and ability points (active skills). Nice and crunchy.
- The keyword-based dialogue system. There, I said it.
The Bad
- The UI is a mess. Sometimes mousing over something pops a tooltip. Sometimes it doesn't. How do you tell which is which? Fuck if I know. Tooltips themselves are sometimes sparse to the point of uselessness. Hotkeys don't always work as expected; "I", for instance, doesn't necessarily open the inventory. It opens the char screen of the last selected character. If you were currently on the inventory, it goes there. If you were looking at spells, it goes there instead. What? Why? The current position of the moons is displayed, which is important (see the exploration section, above). But which moon is which is difficult to figure out.
- Instructions/mechanics explanations are not well-documented. There are some tutorial hints available. Stats get a bare-bones explanation. Items reference stats/skills/effects with zero context. An item has an enchantment "Flanking: 5". What? Does that mean a bonus when flanking? A bonus to some flanking skill? Is it resistance to flanking? How exactly do skills work? Sometimes it's explained adequately, most times not. Is Survival (affects camping somehow?) only useful for the lead character when setting up camp? Or does everyone benefit? What does Survival do for camping? Music? Tend Wounds? What does the Chilled effect do? Why do I get an icon over my char when casting Resist spells, but not En-spells (this one is annoying af, since En-spells can wear off)? And on and on. For a game this mechanics-heavy, there really needs to be some kind of consistent in-game documentation. I don't care if it's done via extensive tooltips or an in-game manual or what, it just needs to be available.
- The combat map is kind of a mess. It has a lot of tile graphics that don't clearly convey their effect. There's a tree on the map. Does it affect LOS? Sometimes. Can I move through it? Well, it depends. Your char will try to go around it during movement. Otoh usually you can move directly on top of it if you click it (this is hilarious when you move on top of, say, a wall). Why? Who knows. This means that, no matter what the tiles look like, the entire map is effectively open as far as movement is concerned. No possibility to setup chokepoints etc, except using characters as blockers. Many's the time I tried to target something I thought was clearly in sight, only to be told by the game it wasn't. Do characters or enemies affect LOS? Maybe. There have been times I couldn't target and the only thing I could think of that blocked was another character, yet normally I can fire through them etc. Wtf?
- One very specific gripe (related to documentation I guess). It took me awhile to figure out how auto-travel works. That should be explained somewhere.
- Camping is in general very badly explained and doesn't work as advertised. You have roles that can be set, including keeping watch for enemies, but in practice there's no need because enemies can't initiate combat while you're in camp. They just sit there right next to you and wait for you to rest up, full hp/mp, and break camp. You can set someone to tend wounds, but what does that do? You can also have someone play music, which I finally figured out gives random stat bonuses (no idea how they're determined). It is effectively a free refill mechanic. Not good as it is.
- There needs to be some way to store lore obtained. The game already gives you a Codex, it should be used to keep track of what you've read so far. Or, it should allow you to take your own notes. There should be at least a basic explanation of the lunar cycle given its importance to exploration. Normally for stuff like this I'd just keep my own notes in Notepad++ or w/e, but that can't really be done in this game because it auto-minimizes every time you click outside the window. Leaving fullscreen causes wonky window resizing that can't later be fixed (selecting the option to go back to fullscreen doesn't work).
- "Learn by doing" in a game with this many skills sucks, especially since (as Bing Xi Lao pointed out) spells are locked behind grimoires, each with their own progression paths to learn all their spells (on its own a really fun mechanic).
The Ugly
- The inventory is an absolute nightmare. You can auto-sort by specific selectable item type (weapon, armor etc). Great! Except oh wait all that does is bring that one item type to the top of the inventory, and everything else is left a huge unsorted mess. Further sorts just place the newly selected item type up top. To get anything like a decent sort, you have to mentally decide for yourself what order you'd like every item type to show in, and then click them all. Then you do some adventuring, sell old shit, drink pots etc, everything is a mess again and you've got to do that mental arithmetic and re-click the sorts. Again. And again. And again. Bags have space for storage. Great again! Except oh wait if you put anything in a bag it effectively ceases to exist in the game world, unless you take it out again. Want to turn in items for a quest that are in a backpack? Won't work, take it out first. God help you if you've forgotten you had the required item in a backpack in the first place
. Pick up a stackable item that's in a backpack in your inventory? It goes to the main inventory. Want to stack it yourself? Pull it out of the backpack, because you can't auto-stack inside a storage container, period. Pull it out to main, stack in main, place back in storage. Repeat ad nauseum. In a game where you only deal with maybe a dozen items at a time this probably isn't a big deal, but in this game you can expect to be juggling 100+ items all the time. So those storage containers are kinda necessary to help you keep everything organized. This needs fixing, badly.
- In-combat pathfinding is atrocious. Pro-tip: never ever ever ever ever click-to-attack for ranged attacks if you're outside of range. Click to move to a space in attack range first, then click to attack. Otherwise it's a 50/50 gamble whether the pathfinding will make sense. I frequently got one of my characters killed learning that lesson, as she would walk to within a space of her target before firing, sometimes going in front of my fighters. For melee it's also a gamble, just not usually as painful. Which is not to say I don't get at least 2-3 instances per session of my melee character wandering aimlessly, using up all movement points, and ending 3 spaces away from any enemies, when all I wanted was for the fucker to walk one space diagonal and whack something
.
- Crafting. I have all these materials I've picked up. I have a skill specifically for crafting. And yet, the only place I can actually do it is at the alchemy station in Kalindraur, for potions. Everything else is done by proxy through various NPCs. The effects of crafts themselves are very poorly explained and don't encourage risk-taking. Using Iron on a weapon increases its max damage. Silver makes the weapon more effective against the undead. Cool! But if I use Iron on a weapon either already Silver, or turned to Silver by my crafting, does it change the weapon back to Iron? Fuck if I know, and I'm very leery of trying considering it takes a shitload of the given metal and ores don't respawn. Enchanting makes no sense at all to me. It uses Manatite, great. How do I add an enchantment? If I "intensify", does that just give a +1? Change the effect? I have no idea, and again, I'm very leery about experimentation given scarcity. Why can't I modify equipped items? Given the nightmare that is the inventory, it is very aggravating to have to take all the equipment off, modify it, then re-equip it. This badly needs a change.
My complaints notwithstanding I'm having a great time, more to follow as I get farther.
LoreMaster do you still read this thread? I hope so, you deserve huge props for what you've made.