You can also get gravelight if you have high fear. :D As for the oldwalls, I guess it'll be a "find out the truth about banes" dlc.That's a shame. It looked like they were trying to set up something interesting with gravelight. It would have been neat if they did things like only make certain areas of the old walls accessible through certain gravelight spells. Especially since the only way to get the terratus grave sigil is through really high loyalty with eb. So another missed c&c opportunity there.
With regards to the ongoing combat discussion. Could it have been improved by having a visible action queue Ala nwn2? Like, you can queue multiple actions with shift but you don't see anything happening when you do so it's kinda easy to lose track of actions when you do that.
I don't think this combat system can be fixed, there are just too many issues with it (bad pathfinding & ai, copy & paste encounter design, regenerating health & wounds, engagement, random target switching). There are some things that could be done to make it more challenging, but whether it would make it also fun, I have no idea. Enemy mages need better spellbooks, because even late game they are stuck with basic spells. Enemies need a "call for help" function, because sometimes the back row doesn't even notice the frontlines are fighting for their lives. There needs to be better coordination between abilities. E.g. if frozen makes the target vulnerable to crushing damage, then put a frost mage next to a guy with a hammer and make them tag-team. And so on.
Shit, didn't know about the fear thing. Oh well. I guess any old walls dlc will have to come after the obligatory fight kyros dlc though.
And why does random target switching happen anyway. There's no reason for verse, Landry and eb to stop pelting their archers with their attacks after I've ordered them to do that. Yet they still end up switching to the immortal tanks I'm occupying anyway. I can't understand why that should ever happen and it's really annoying when it does.