On 18 February 2011 23:09, Raphael Langella <raphael.lange...@gmail.com> wrote:
> - I would have liked to put a word about amnesia scrolls, but the message
> about forgetting is already quite long, so maybe not.

That's what I thought. I think that once you find an amnesia scroll,
it should be pretty clear what it's good for. Conversely, this is not
the case for forgetting a spell without amnesia scrolls, which is why
it's more important to explain about the latter.

> - Player is told to memorise a new spell, but not to use it. Of course, it's
> quite obvious what to do when you've just learned a spell named animate
> skeleton and you're surrounded by skeletons. Maybe just add "And then raise
> yourself an undead army!" or something to the message.

Oh, good point. Seemed obvious to me, but you're right. :)

> - Make the corridors between rooms wider so it's easier to bring your allies
> along.

Right. I thought I had to use a bottle-neck to force the player across
the trigger field, but of course I can place several of them to span
the corridor.

> - After the hobgoblin fight, on the message about armour, maybe tell the
> player to try animate skeleton over the hobgoblin corpse. That's fun :)

Actually, I did consider that, but was worried it would detract from
the point about armour and spellcasting. Might be nice to have,
though.

> - Before the last fight, maybe tell the player that skeletons are immune to
> noxious fumes so he can use evaporate without fear of hurting his allies.

I guess I can make that more explicit. The thing is that the fights
can go completely differently. I tried several runs and sometimes none
of my skeletons died, sometimes all of them did, sometimes I had to
spam several potions, at other times Evaporate didn't factor in at
all. :)
However, I think I can word it as such: "If the need arises..." or
something along those lines.

As always, thanks for the feedback!

Johanna

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