It occurs to me that I forgot to mention that it would be really convenient to, after the player damage is calculated, have the player speak and indicate his health in the same way the monster does whenever a monster is attacked. That way I wouldn't have to check my status every time I engage in a round of combat.
Also, I find it extremely odd that the alchemist in Thessingdon sells healing potions for 125 gold, while the alchemist in Whistler's Junction (earlier in the game) sells them for 150 coins. Is that intentional?
The tar babies in Thessingdon: Once East could use some Monster Info scrolls.
It was a pretty nasty surprise to lose my broadsword when I found the scimitar in the secret room. Perhaps a scroll before the treasure chest describing its contents as a warning, since you can't have more than one weapon in this game? The broadsword itself could be like this too if there were a weapon greater than it later in the game.
Whistler's Junction is kind of blandly decorated. There are these flat borders made out of inexplicably linearly-planted bushes, some rivers that end in these reservoirs above which you fight enemies (Eyegel River, Roach River) a river in Whistler's Junction Twice North that ends abruptly in Twice North Once West, and, in the same two rooms, the pit is really strangely rectangular. Too rectangular.
I've mastered the current version of the hold, and I must say, you've done a great job so far! I like all these different implementations of an RPG in DROD so far - makes the scripting engine look really powerful
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[Last edited by Chaco at 03-07-2008 12:32 AM]