Category Archives: Beta Reports

Super Happy Super Demo Beta Test Begin Now!

You heard that right, it’s begin now.

Cleve gave me version 1.33 or something or rather last night. Tooltips are functional and the game is running smoother than I’ve ever seen it before. Only consistent visual glitches we haven’t fixed yet are “milk shadows” and the weird clipping issue seen when turning next to a wall.

The nigh of the end being nigh is nigh!

I’ll be trying (really hard, I promise) to put up some gameplay soon. I’m a novice when it comes to recording, but Dad says he has a free copy of Camtasia he can give me.

Grim Blog is Back and The Beta is at 65% Completion

Hello Everybody!

That was an excessively large break I took since December, but I’ve started up the Beta again and the Grim Blog as well.

As a treat for being so patient, here’s the Beta Report as it stands now.

There’s also some new screenshots in the Gallery.

Enjoy!

Cooper’s Grimoire Beta Test Report

PLAYTHROUGH ONE

Bugs:
-Any kind of game congfiguration other then the default causes a crash on reboot.

-Character Cleve the Vamphyr, when unarmed, had the choice to either bite or claw at the enemy and whenever I chose claw or bite, it caused the game to crash.

-When game crashes, it sometimes refuses to shut down. The only solution is to restart the computer.

-Most items, when “Used” in front of an NPC, cause the game to crash.

-While fighting the ?Beast? on The Wizard’s barge, the game crashed, and said something about animeng.cpp. line 724

-While on the wizards barge, fighting the worfair wizard, the game crashed, and gave the bug data:
animeng.cpp. line 724… I keep seeing that bug error… i suspect it is a general bug and not related to any particular monster.

-There is some kind of crash that occurs when you load the same game several times in a brief period.

-I used a maximum level “Read Magic” spell to scribe firestorm, and it crashed the game, saying something about skill index to low or something.

-The game crashed while I was fighting some trog warriors at coordinates 66 47 and it said: Animeng. cpp. line 724. The game usully crashes when I fight trog warriors, I suspect they have an animation glitch or something.

-At coordinates 28 35, if the player searches for a secret, the game crashes.

Glitches:

-I noticed that on some monsters, where the shadow should be is instead a white blotch.

-Characters can detect the same secret infinitely, allowing players to “farm” scout skill points.

-The enemy, “Weeds” spawned on a pathway in the forest. You could argue this isn’t a glitch, because the pathway is cracked and grass is growing through, but I thought I’d just let you know.

-If you had any active spells when you loaded a different save, the icons for them will appear briefly before disappearing. (Oblivion had this same exact glitch)

-King Loogmar’s Bones in the Lair of Shiva-Han-Gorum have nothing in them, yet a hand icon appears when moused over them.

-Several NPCs in Crowl, when asked about Captain Krone, reply: Maybe Captain Krone can tell you about Captain Krone.

-NPC Trimestes is a retard. He doesn’t know what the museum of magic is, or the enigma well, or the chronoworks.

-A jar of ashes in the catacombs have nothing in them, yet a hand icon appears. cordinates 87 7

-You can still interact with the oracle in the cenotaph even after you’ve solved his riddle.

-The stepping stones don’t work whe used on the samhain gorge.

-Junga Din doesn’t give you the cup of hobnob.

-The sacrifice hole to the lair of hobnob, won’t let you fall through it after the first time.

-Cenotaph Vault at cordinates 115,9 there is a secret room with nothing in it.

-Chests still have traps go off even if you use “Locksmith’s Glue”.

-The Mechano Egg does nothing when placed in the nest in The Eyrie.

-In the chamber of the waters, at coordinates 50 25, their is a secret chest in the wall with nothing in it.

-In the chamber of the waters, at coordinates 50 22, there is a sign with nothing on it.

-In The Rhattu Pyramid, the golem that asks you for the grendel’s requirement, only accepts the answer VUTAK NER DAKKUTES AKATA. He should be able to accept multiple variations of this answer, such as AKATA VUTAK NER DAKKUTES or NER DAKKUTES VUTAK AKATA.

-At coordinates 73 104, remove the monster encounter. All the players would be nauseous at this point, and unable to fight even the weakest enemy. Also, make the refreshing fountain nearby this instantly remove nausea, instead of partially. Otherwise, each player would have to take about 20 sips to clear their nausea.

-Remember to remove the placeholder splashscreen for the royal bestiary.

-Sages can’t learn Wizard’s Eye.

-at coordinates 74 110, the ACME Vending Machine doesn’t work.

-at coordinates 72 108, there is a secret with nothing there.

-Q’orl the Dragon in the royal bestiary doesn’t work right.

-Check on spell Astral Vision to make sure it works correctly.

-In Conachur’s Cabin, when I was supposed to fight Elias Conachur, he didn’t appear. This might have been because I went into his cabin before getting the official quest from lieutenant Shrike. This also makes it impossible to finish lieutenant shrike’s quest, because you don’t receive the wolf’s head ring.

-The gypsy in Carnivale Bazaar doesn’t predict your future… she just steals your money… or was that the joke?

-at coordinates 153 35, there is a vending machine that doesn’t work.

-When you free Balderdash from the spirit jar, you don’t encounter him.

-At coordinates 32 72, there is a significant-looking room with nothing in it.

-There is a zap station in the acme vending machine company that doesn’t do anything.

-A Dark Ranger casted enchanted blade on one of my party members.

-Anti-undead spells (Hold Undead, Banish Undead) don’t work on Vamphyrs.

-Light doesn’t weaken Vamphyrs.

-Count Orlock can only be encountered once in his private quarters.

-At coordinates 102 62, there’s a (Sigh)… missing wall. Also, the vending machine doesn’t work.

-At coordinates 146 91,147 89, 156 82, 146 88 and 156 84 there are pits that are invisible.

-I discovered that the reason some NPCs go “missing”, is because playing on the “No Wandering Monsters” setting causes them to (almost) never appear after your intial encounter with them. You could solve this problem by having a set square that those particular NPCs will always appear on.

-The “Hive Labyrinth” area had undead creature spawning in it instead of insects and organics. Also, there is currently no treasure in it.

-At coordinates 6 176, there is a hole you can’t fall down.

-At coordinates 27 162, there is a “ENERGIZING” Fountain, that does not restore Magic, But instead, causes a host of ill effects.

-At coordinates 31 159, the book of reflekshun is found in a small chest.

-At coordinates 36 168, there is nothing in the bone pile.

-At coordinates 171 68, there is a chest in a high level area that has crap loot in it.

-At coordinates 53 71, there is an empty room.

-The alternate attack system (A character’s left hand attack) doesn’t work.

-At coordinates 179 17, there is a sundial switch when it should be a lever.

-Players can scribe spells they already know.

-I didn’t receive the Aurora Tablet after defeating Knorlo Knossos

-At coordinates 174 40, the chest should have slightly better loot.

-The Eyepatch, Tricorner hat and the shoulder parrot don’t exist in the game world.

-Critical items can be thrown away if they’re in a container.

-At coordinates 35 39, their is a transition image glitch.

-On Black Pierre’s Ship, the Snark Mistress, you still encounter sea-faring enemies (Pirates, Mutineers, etc.) even if you’ve joined his crew.

-The portholes in Black Pierre’s ship don’t have the flowing water animation.

-At coordinates 130 45, there is a secret area with nothing in it.

-At coordinates 133 42, there is a secret area that is both inaccessible (as far as I could tell) and has nothing in it.

-At coordinates 123 46, the room that all the pirates flee from after you fill it with caustic soda fumes, there is nothing of intrest in there.

-At coordinates 152 67, I keep detecting a secret, but there seems to be nothing there.

-At coordinates 160 65, there is a path that leads into a wall. The map shows this as being a path, but there’s nothing there.

-I found nothing useful in the Zephyr Isles.

-There’s a transition image glitch at 90 51.

-The area behind Jaqque NeFarge in the smuggler’s hideout has a chest in it. This area is inaccessible without warp codes, and even then, the chest has nothing in it.

-The Kraken spawns multiple times in the wrong places in the Sargrasso.

-Traps can go off before they’ve reached five stars

-Seawitches spawn in the Wildes of Bahomet

-When ACs go over 128, they flip over and become negative. Example: Jeff has armor class of 118 + Mithril Armet = -128 AC

-Naga Scavengers have some sort of glitch where killing them quickly in groups results in their monster images remaining until the fight is finished.

-The entire Bahomet Megalith needs a lot of work. The mazes need to be populated with more traps, puzzles, oddities and monsters. There was one area that I couldn’t get into without warp codes. And there wasn’t enough treasure!

-There doesn’t seem to be any way to get Methusalah’s Egg.

-Balderdash can be freed without the catherdral bell.

-There is a steel door in the Kublai Cathedral that cannot be opened and has nothing inside.

-The Caverns of Zanithar could use more treasure and oddities.

-Drak Serat tries to be mysterious in his answering to questions, but he ends up answering some incorrectly.

-The Green Mandarin is encountered in the wrong place in his parlour. His parlour seems to have a lot of bugs in general.

-There are two secret areas in the Dark Warrens without enything of interest in them.

-There is a transition glitch in the raven wildes to the tabernacle… the tabernacle floats in the air.

-The puzzle in the lower tabernacle involving fruit needs to be modified so that the player knows what number each sign is supposed to be.

-Their needs to be a hint that the player must put something else in the library urn (bard’s coin) before they can return the encyclopedia sylubus.

-When ever you put something in the chest to gain access to the inner ear of the taberncale, it says, “YOU PUT IN THE MABIGNON” even when it is something
else.

-There seems to be a visual glitch when turning in the dominion crevasse.

-There’s an empty secret room in the dominion crevasse

-Going into combat while wearing waterwalkers or firewalkers causes the active ability icon to be “offset.” In other words, the ability doesn’t last as long as the icon.

-Princess Dahlia wasn’t in her cell after I defeated the psycopomp and shelach, couldn’t finsh Khan Raji’s sidequest.

-Lot of visual glitches in the imperial treasure keep.

UNBALANCED/BROKEN MONSTERS or NPCs:

Piranhas = too much health, need to lower AC slightly,
 
Vanguards = Need to do slightly more damage,

Mad Monk = too many HP.

Devil Dogs = Way to tough,(I’m refering to the ones encountered in the gardens of midnight.)

Hellhounds = Don’t give enough XP… it should be around 100, and it’s only 6,

Crypt Cleaner = Needs slightly more Hp, slightly more damage.

Ghosts = need to give more XP. Also, they cast “Slow” on themselves.

Mordecai = Too weak in every aspect.

Black Lich = Way too easy… all you need to do is cast a “Hold Undead” spell and he’s pathetic.

The Samhain Horror = Needs to use magic more often, needs to have a higher chance to hit.

Colosus Adder = Too easy, needs a higher chance to hit

Spectre = Needs to give WAY more XP… I recommend 250.

Grendel = Way, WAAAAY to tough… It’s going to be difficult to find a good balance for him.

Blinkcat = There’s a glitch with the blinkcat that causes it to cast SOUND MIND instead of PSYONIC BLAST. Also, magic weapons can’t hit it when it blinks out.

Dragonfly = Can kill two or three people a turn… needs to be weaker.

Wicker Cultists = Can be encountered in groups of up to nine. I recommend the maximum group number be reduced to six, and having the average as three.

Morgana Lefey = Doesn’t become hostile even after you’ve massacred her entire cult. Also, I couldn’t seem to join the wicker man cult.

Monarch Nettle = Deals too much damage.Also, it has a sound effect like a growling lion. ???.

Chiang = Doesn’t sell anything, despite being a merchant. Also, he should sell raise dead scrolls.

Vanguard Marine = Needs to give slightly more xp.

Turnscrew = Can be killed in a single hit, gives 27 exp.

Chuckles the Clown = Replace his laugh with one slightly less annoying.

Nosferatu = Their health should be 30% of what they have now. They should deal much more damage.

Mystagogue = Change the placeholder image for it. Give it slightly more heatlth.

Nightfiend = Give a slightly higher resistance to the cosmic gate spell.

Spawn = Classified as a boss, despite there being multiple spawns.

Shelach = At present, she is undefeatable. I recommend the following changes: A 50% decrease in health, removal of all the “insta-kill” spells she uses.

Banshee = They should sometimes spawn in groups of two or three. Change the place holder image.

Minotaur = Remove Placeholder Image. Currently unbeatable without insta-kill spells. SHould drop something when you defeat him.

The Sphinxes (Gynocore, Dragosphinx etc.) = Doesn’t scream when you solve their riddles.

Neurophite = Possibly the single most buggy enemy in the game, has animation issues, sound effect problems, attack problems and almost always causes the game to crash.

Psyclops = Replace placeholder image with cyclops, needs to give more xp.

Jaberwocky = Remove placeholder image, is not classified as a boss and it should be.

DreamDuster = Casts a spell called: @Spelltag, used nematic dust on a fellow dream duster.

Knorlo Knossos = Too easy, Health wasn’t halved even after I’d destroyed his cocoon, deep freeze killed him too easily, not classified as a boss, I think you can flee from him.

The Wicker Man = Only gives 117 exp. Easily killed by deep freeze.

Jaqque NeFarge = Mindread doesn’t bring up Black Pierre.

Sandcrab = Has beetle as its monster image.

Trogdolyte Shaman = Casts spell called @Spelltag

GlibGlub = Is encountered in the wrong area. I encountered him at the start of the saltwyrm cave, when I should have encountered him at the saltwyrm cave shaman ritual.

Hydra = Remove placeholder image of Jellyfish.

Neriad = Commented on me saving the hermit crab before I had done it. Also, I encountered here on the beach instead of the water.

Admiral Boondogle = Remove placeholder image.

Sea Witch = Remove placeholder image.

Water Elemental = Has no attacks, moves or abilities. Basically, just stands there and lets you kick it’s ass.

The Kraken = Should NOT regenerate health. Also, health regeneration causes the game to crash.

King Cobra = Kills in a single hit.

Medusa = change the placeholder image. Make them better at petrification.

Methuselah = Not classified as a boss. Insta-Kills with regular attacks.

PhilChit = Needs to be better at answering questions. EXAMPLE: Doesn’t know what the Raven Wildes are.

Werewolf = Screams like a human when it dies.

Air elemental = Its wind gust attack doesn’t do anything.

The White Owl = At the moment, it is possible to take all four items he offers you to help with your quest, if the player’s inventory is completely full. Also, the player can go back to the owl after a while and ask him for help again, allowing them to get those items infinitly. Plus, he doesn’t give the player the Codex. Also, his response to questios need to be fine-tuned.

NPC Heffalump is never encountered.

UNBALANCED/BROKEN ITEMS:

Vorpal Blade = Needs higher chance to decapitate.

Golden Armor = Only slightly better than chainmail.

Keeper’s Key = The number of uses (10) doesn’t go down when you use it.

Wand of fireballs = almost always backfires.

Pack of jelly beans = Does nothing?

Luck Stone: Doesn’t summon angel.

Poison Lash: Never poisons.

Caduceus of Healing: Seems to regenerate uses.

Greaves = I put this on one of my characters, and it decreased his armor class by 128. Then I put it on another character, and it worked normally.

The Phyrigian Cone is better than the Wizard’s Cap, despite being much more common than the wizard’s cap.

The ring of protection lowers your armour class by 128.

You can’t put rings in the dragonskin pouch.

Umbilica = When equipped by a character, it disappears. Doesn’t cut the web in the Knorlo Knossos Tower.

Book Of Refleckshun = Is found in two different places.

The Dead Ringer Chart doesn’t seem to work.

UNBALANCED/BROKEN SPELLS:

Fireball = I’ve yet to cast this spell without it backfiring.

Gaze Relection = I casted this spell during the fight with the cockatrice and it didn’t reflect his petrification vison. I don’t think it works.

When a Mad Monk casts Wand of Webs at a player, they are still paralyzed by it even after they have left combat.

Toxic Vapours = Should affect every enemy on the battlefield.

I cast missile shield on a party member while out of combat, in an attempt to nullify the damage caused by the flaming cocoon that Shelach shoots at you, and it didn’t work.

Divination should cost less magic.

There’s a bug where a player tries to scribe a spell, and it says that that particular spell is not in the player’s spellbook, when in reality the problem is that their scribe skill isn’t high enough.

Thieves can’t learn Knock Knock.

Light spells don’t really work right. In some places they work, but in some dim areas, they actually makes everything darker. Example: The dark caverns around the Loch Lalain Area.

Deep Freeze will sometimes effect more then one target.

Spiderscale has no description.

NOTES:

-No back button when creating a character

-The ENDGAME option in combat should ask “Are you sure?” because every now and then a player might accidently press it.

-Please, PLEASE, implement a fast travel system.

-Aeorbs shold be easier to resurect? Perhaps a resurection fountain in the Village of Crowl?

-Using a Cadecus of Life on an Aeorb uses up some of it’s magic, despite not working.

-PCs need to wake up more easily; my entire party got killed by three bats because they wouldn’t wake up.

-Healing spells cast on a party member will still be cast even if they died during the round.

-No LOAD GAME button on the in-game menu.

-You can’t re-read the text that comes from examining the well in the cenotaph vault, and it’s a helpful clue to solving the Oracle’s puzzle.

-There should be no possibility of backfiring or fizzeling when a spell is cast at level one. It’s very unfair to the player.

-Reduce the chance of backfiring and fizzleing slightly.

-Spells need to be tweaked greatly: The chances of fizzeling and backfiring need to be tweaked, and success rate.

-The following items need more hints regarding what to do with them: Seahorse Signet, letter of marque, Deepsink ore, Cosmic egg, mechano egg, quantum ichor,

-Magical items (scrolls, staves, rings, etc.) should not back fire. Fizzle? Maybe, but not backfire.

-Powders should have 100% effectiveness (Never Fizzle, Never Backfire, Never Miss Target)

-Fireseeds costs 3800 gold. When I used it in combat, it backfired and killed three of my guys. Needs serious tweaking.

-The entire dungeon room, bowels of samhain, have nothing off value in them… the whole area is pointless without SOME kind of reward or treasure.I recommend putting a water walking scoll in there.

-At 0% swimming skill, a party can swim approximitly one square before drowning. At 100% swimming skill, they can swim about 10 squares before drowning. Ireckon that, even at 0% skill, they should be able to swim at least 5 squares.

-In the temple of Hathor-Sogg, I highly recommend you remove the “Ohm” Chants from the backround music… it completely kills the atmosphere.

-Critical items can never be dropped.

-Vending Machine tokens all get spent at once when you use them. It should be that one token is inserted per click.

-Snivels doesn’t give you the pyramid map unless he joins your party, you kill him or you steal it.

-The Grendel isn’t classified as a boss. Also, remember to remove the placeholder image for him.

-Maybe you should be able to use Knock Knock on Treants to inflict damage to them?

-Raise Dead scrolls are extremely rare, even after you’ve gotten the first tablet.

-When you’re in the Womb of Shelach, there are two scripted events where she shoots a fireball at you. Reduce the damage that these fireballs do. I’d say they should do about 10 damage.

-Highlight the skill needed to increase a player’s spellcasting abilities.

-At spots where the player dives for the bell fragments, the “LOOK” text that comes up should give the player more of a clue that they have to use the diving bell.

-The player should not need the Eyepatch, Tricorner Hat and Parrot to gain access to the Y-Plug, but instead, should need them to gain access to some sort of Pirate-Themed Treasure, say, something like a “SeaDog’s Cutlass”, which could be used to deal more damage to the Kraken. Perhaps, Jaqque gives you the Y-Plug after you give him the six thousand coins.

-The player should be able to remove footnotes from a map.

-I think quickstart should spawn the player with a random party at a random spawnpoint.

Shrine of the Psychopomp: 98 50

Wildes of bahomet: 168 ??

Imperial Palace Warp code: 129 82

Pendulum Hall Warp Code: 130 98

 

The Beta Report

Sorry I haven’t uploaded anything in a while. I have a million excuses, but really, I was just too lazy to do it. To make up for my sloth, I present you with an extra juicy post, The Beta Report!

NOTE: This is the Beta Report at around 25% through the game. I’ve played the game for weeks and weeks now, and I’m still only 25% through it! It’s a long game.

Cooper’s Grimoire Beta Test Report

PLAYTHROUGH ONE

Bugs:


-Any kind of game configuration other than the default causes a crash on reboot.

-Character Cleve the Vamphyr, when unarmed, had the choice to either bite or claw at the enemy and whenever I chose claw or bite, it caused the game to crash.

-When game crashes, it sometimes refuses to shut down. The only solution is to restart the computer.

-Most items, when “Used” in front of an NPC, cause the game to crash.

-While fighting the Blinkcat on The Wizard’s barge, the game crashed, and said something about animeng.cpp. line 724

-While on the wizards barge, fighting the worfair wizard, the game crashed, and gave the bug data:
animeng.cpp. line 724… I keep seeing that bug error… I suspect it is a general bug and not related to any particular monster.

-There is some kind of crash that occurs when you load the same game several times in a brief period.

-I used a maximum level “Read Magic” spell to scribe firestorm, and it crashed the game, saying something about skill index to low or something.

Glitches:

-I noticed that on some monsters, where the shadow should be is instead a white blotch.

-Characters can detect the same secret infinitely, allowing players to “farm” scout skill points.

-If you had any active spells when you loaded a different save, the icons for them will appear briefly before disappearing. (Oblivion had this same exact glitch)

-King Loogmar’s Bones in the Lair of Shiva-Han-Gorum have nothing in them, yet a hand icon appears when moused over them.

-Several NPCs in Crowl, when asked about Captain Krone, reply: Maybe Captain Krone can tell you about Captain Krone.

-NPC Trimestes is a retard. He doesn’t know what the museum of magic is, or the enigma well, or the chronoworks.

-A jar of ashes in the catacombs have nothing in them, yet a hand icon appears. coordinates 87 7

-You can still interact with the oracle in the cenotaph even after you’ve solved his riddle.

-The stepping stones don’t work whe used on the samhain gorge.

-Junga Din doesn’t give you the cup of hobnob.

-The sacrifice hole to the lair of hobnob, won’t let you fall through it after the first time.

-Cenotaph Vault at coordinates 115,9 there is a secret room with nothing in it.

-Chests still have traps go off even if you use “Locksmith’s Glue”.

-The Mechano Egg does nothing when placed in the nest in The Eyrie.

-In the chamber of the waters, at coordinates 50 25, there is a secret chest in the wall with nothing in it.

-In the chamber of the waters, at coordinates 50 22, there is a sign with nothing on it.

-In The Rhattu Pyramid, the golem that asks you for the grendel’s requirement, only accepts the answer VUTAK NER DAKKUTES AKATA. He should be able to accept multiple variations of this answer, such as AKATA VUTAK NER DAKKUTES or NER DAKKUTES VUTAK AKATA.

-At coordinates 73 104, remove the monster encounter. All the players would be nauseous at this point, and unable to fight even the weakest enemy. Also, make the refreshing fountain nearby this instantly remove nausea, instead of partially. Otherwise, each player would have to take about 5 sips to clear their nausea.

-Using a cursed weapon prevents a character from using their alternate hand.

-Remember to remove the placeholder splashscreen for the royal bestiary.

-Sages can’t learn Wizard’s Eye.

-at coordinates 74 110, the ACME Vending Machine doesn’t work.

-at coordinates 72 108, there is a secret with nothing there.

-Q’orl the Dragon in the royal bestiary doesn’t work right.

-Check on spell Astral Vision to make sure it works correctly.

-In Conachur’s Cabin, when I was supposed to fight Elias Conachur, he didn’t appear. This might have been because I went into his cabin before getting the official quest from lieutenant Shrike. This also makes it impossible to finish lieutenant shrike’s quest, because you don’t receive the wolf’s head ring.

-The gypsy in Carnivale Bazaar doesn’t predict your future… she just steals your money… or was that the joke?

-at coordinates 153 35, there is a vending machine that doesn’t work.

-When you free Balderdash from the spirit jar, you don’t encounter him.

-At coordinates 32 72, there is a significant-looking room with nothing in it.

-There is a zap station in the acme vending machine company that doesn’t do anything.

-A Dark Ranger casted enchanted blade on one of my party members.

-Anti-undead spells (Hold Undead, Banish Undead) don’t work on Vamphyrs.

-Light doesn’t weaken Vamphyrs.

-Count Orlock can only be encountered once in his private quarters.

-At coordinates 102 62, there’s a (Sigh)… missing wall. Also, the vending machine doesn’t work.

-At coordinates 146 91,147 89, 156 82, 146 88 and 156 84 there are pits that are invisible.

-I discovered that the reason some NPCs go “missing”, is because playing on the “No Wandering Monsters” setting causes them to (almost) never appear after your initial encounter with them. You could solve this problem by having a set square that those particular NPCs will always appear on.

-The “Hive Labyrinth” area had undead creature spawning in it instead of insects and organics. Also, there is currently no treasure in it.

-At coordinates 6 176, there is a hole you can’t fall down.

UNBALANCED/BROKEN MONSTERS or NPCs:

Piranhas = too much health, need to lower AC slightly,
 
Vanguards = Need to do slightly more damage,

Mad Monk = too many HP.

Devil Dogs = Way to tough,(I’m refering to the ones encountered in the gardens of midnight.)

Hellhounds = Don’t give enough XP… it should be around 100, and it’s only 6,

Crypt Cleaner = Needs slightly more Hp, slightly more damage.

Ghosts = need to give more XP. Also, they cast “Slow” on themselves.

Mordecai = Too weak in every aspect.

Black Lich = Way too easy… all you need to do is cast a “Hold Undead” spell and he’s pathetic.

The Samhain Horror = Needs to use magic more often, needs to have a higher chance to hit.

Colosus Adder = Too easy, needs a higher chance to hit

Spectre = Needs to give WAY more XP… I recommend 250.

Grendel = Way, WAAAAY to tough… It’s going to be difficult to find a good balance for him.

Blinkcat = There’s a glitch with the blinkcat that causes it to cast SOUND MIND instead of PSYONIC BLAST. Also, magic weapons can’t hit it when it blinks out.

Dragonfly = Can kill two or three people a turn… needs to be weaker.

Wicker Cultists = Can be encountered in groups of up to nine. I recommend the maximum group number be reduced to six, and having the average as three.

Monarch Nettle = Deals too much damage.Also, it has a sound effect like a growling lion. ???.

Chiang = Doesn’t sell anything, despite being a merchant. Also, he should sell raise dead scrolls.

Vanguard Marine = Needs to give slightly more xp.

Turnscrew = Can be killed in a single hit, gives 27 exp.

Chuckles the Clown = Replace his laugh with one slightly less annoying.

Nosferatu = Their health should be 30% of what they have now. They should deal much more damage.

Mystagogue = Change the placeholder image for it. Give it slightly more heatlth.

Nightfiend = Give a slightly higher resistance to the cosmic gate spell.

Spawn = Classified as a boss, despite there being multiple spawns.

Shelach = At present, she is undefeatable. I recommend the following changes: A 50% decrease in health, removal of all the “insta-kill” spells she uses.

Banshee = They should sometimes spawn in groups of two or three.

UNBALANCED/BROKEN ITEMS:

Vorpal Blade = Needs higher chance to decapitate.

Golden Armor = Only slightly better than chainmail.

Keeper’s Key = The number of uses (10) doesn’t go down when you use it.

Wand of fireballs = almost always backfires.

Pack of jelly beans = Does nothing?

Luck Stone: Doesn’t summon angel.

Caduceus of Healing: Seems to regenerate uses.

Greaves = I put this on one of my characters, and it decreased his armor class by 128. Then I put it on another character, and it worked normally.

The Phyrigian Cone is better than the Wizard’s Cap, despite being much more common than the wizard’s cap.

The ring of protection lowers your armour class by 128.

UNBALANCED/BROKEN SPELLS:

Fireball = I’ve yet to cast this spell without it backfiring.

Gaze Relection = I casted this spell during the fight with the cockatrice and it didn’t reflect his petrification vison. I don’t think it works.

When a Mad Monk casts Wand of Webs at a player, they are still paralyzed by it even after they have left combat.

Toxic Vapours = Should affect every enemy on the battlefield.

I cast missile shield on a party member while out of combat, in an attempt to nullify the damage caused by the flaming cocoon that Shelach shoots at you, and it didn’t work.

NOTES:

-No back button when creating a character

-The ENDGAME option in combat should ask “Are you sure?” because every now and then a player might accidentally press it.

-Aeorbs shold be easier to resurrect? Perhaps a resurrection fountain in the Village of Crowl?

-Using a Cadecus of Life on an Aeorb uses up some of it’s magic, despite not working.

-PCs need to wake up more easily; my entire party got killed by three bats because they wouldn’t wake up.

-Healing spells cast on a party member will still be cast even if they died during the round.

-No LOAD GAME button on the in-game menu.

-You can’t re-read the text that comes from examining the well in the cenotaph vault, and it’s a helpful clue to solving the Oracle’s puzzle.

-There should be no possibility of backfiring or fizzeling when a spell is cast at level one. It’s very unfair to the player.

-Reduce the chance of backfiring and fizzleing slightly.

-Spells need to be tweaked greatly: The chances of fizzeling and backfiring need to be tweaked, and success rate.

-The following items need more hints regarding what to do with them: Seahorse Signet, letter of marque, Deepsink ore, Cosmic egg, mechano egg, quantum ichor,

-Magical items (scrolls, staves, rings, etc.) should not back fire.

-Powders and reagents should have 100% effectiveness (Never Fizzle, Never Backfire, Never Miss Target)

-Fireseeds costs 3800 gold. When I used it in combat, it backfired and killed three of my guys. Needs serious tweaking.

-The entire dungeon room, bowels of samhain, have nothing off value in them… the whole area is pointless without SOME kind of reward or treasure.I recommend putting a water walking scoll in there.

-At 0% swimming skill, a party can swim approximately one square before drowning. At 100% swimming skill, they can swim about 10 squares before drowning. I reckon that, even at 0% skill, they should be able to swim at least 5 squares.

-In the temple of Hathor-Sogg, I highly recommend you remove the “Ohm” Chants from the backround music… it completely kills the atmosphere.

-Critical items can never be dropped.

-Vending Machine tokens all get spent at once when you use them. It should be that one token is inserted per click.

-Snivels doesn’t give you the pyramid map unless he joins your party, you kill him or you steal it.

-The Grendel isn’t classified as a boss. Also, remember to remove the placeholder image for him.

-Maybe you should be able to use Knock Knock on Treants to inflict damage to them?

-Raise Dead scrolls are extremely rare, even after you’ve gotten the first tablet.

-When you’re in the Womb of Shelach, there are two scripted events where she shoots a fireball at you. Reduce the damage that these fireballs do. I’d say they should do about 10 damage.

-Highlight the skill needed to increase a player’s spellcasting abilities.