I actually took time to read everything. Let's see...
Even on easy mode, too many fights come down to hoping that enemies will miss, against the odds.
Oh, please. I hate crafting so I went the whole game with stuff I found around and still managed to finish it. Was loads of fun. :D
One completely unannounced monster is stealthy (you can sometimes spot stealthy enemies if stealthed yourself and standing close. If you miss them… reload. Sometimes you can see them but still not attack them. Reload. Sometimes you can see them, attack them, and miss. Reload. Sensing a pattern?), with venomous attacks that also render you helpless.
Wat. You could increase PER to find hidden enemies or use one of those special googles.
Even stealth lends itself to fighting better than to evasion, because dodging between multiple enemies randomly wandering in a very small space leads to yet more quicksave roulette.
Scout first or just bypass them; stealth is
this good. You don't need to kill everything on the screen if you went with the Oddity system.
Oh, and speaking of pathing and controls, for the love of god, if you’re making a turn based game, give us the option to confirm our orders. Underrail has a nasty habit of misinterpreting clicks in combat, adding more chances to instantly doom yourself.
Never had this problem in Underrail, but it happend all the time in Divinity: OS.
Here we have a world whose difficulty demands levelling, which in turn demands exploration of all the side tunnels you can find (standard encounter rules apply: the only way to gauge a fight is to save the game, then let them kill you). All areas are interconnected with other screens; there’s no overworld map at all. There is a fast travel option between settlements, but you still need to explore, and still need to get across the settlements.
Seems he isn't the type who enjoys exploring every nook and cranny. One my favorite parts was when I got lost in the subway, stumbled upon caverns, took down a gang, found a good shield and ended up in a new civilized area. Lack of map might be a bit annoying at first but you'll quickly learn the area layout.
Even at their worst, the games Underrail is inspired by had strong narrative hooks to contextualise a player’s decisions, and give incentive to go on through stickier patches.
I thought the tidbits here and there did their job well. You've got the Faceless and later the Institute to wonder about. That said, I don't think Underrail was ever meant to be a story-driven game. Storyfags, storyfags never change.
About the walking speed, I didn't mind it but then again I wasn't bothered by BG1 either, so whatever. Nonetheless, it can be gratting for most people; a toogle is a good idea, at least outside of combat.
tl;dr: git gud