I have been playing quite a bit more (AoD is greattst
countrey gaim!!), resulting in yet another bath of non-critical issues and a few suggestions:
Aurelian Outpost:
- If you tell the first guard that you are a loremaster looking for work, the Decanus arrives and shows you the power tube. If you use critical strike on him and then kill them all, the tube can not be looted from his body (instead I assume it is magically transported to the locked chest). This does not make sense, it is not said to break during the critical strike attack, and that raider leader could loot it during the manipulator path.
Imperial Guards:
- If the player joins the guards but leaves Teron early (i.e. by killing people and getting kicked out), this is not mentioned while looking for work at the Maadoran fort. Rather, the player is treated as a fresh recruit. It would be swell if the membership would still be recognised, as with the Assassin's Guild.
- Also, shouldn't it be possible for talkative players, for example a merchant betraying the guild to serve Carrinas, to convince the Legatus to send extra manpower to guard Strabos? The mission really is a death sentence otherwise (unless you betray the guards to Gaelius, but it is odd not to have an option to stay on their path, particularly so as to further exploit the whole Emperor thing).
Mountain Pass:
- This has probably been mentioned, but if you kill Ramires (?) at the pass, his corpse has the animation as if he was alive and sitting down, and while you can loot him, the artifact he normally sells is not on his body. Speaking of which, it would be very nice if he would offer the artifact to characters not in the Imperial Guards. For example, if you use the "loremaster" route and stay in the camp overnight, he could approach you after you have been cleared by Bass and try to sell it. Alternatively, the player could be free to leave the pass manually rather than through teleportation, and thus pass him on the way out.
- When you approach the pass, a critical strike option to take out/injure the Decanus (and perhaps the other nearby soldier) would be a nice way to start the fight for more diverse combat characters.
- If you fight your way through the mountain pass to reach the Ordu, convince them to go south and then agree to return to the pass to sabotage the black powder supply, the Imperial Guards "recognize you", let you in and tell you how lucky you are, ask about the Ordu and so forth, and then take you to Bass, even though you butchered your way through their comrades. Logically, shouldn't they either fire on you right away, or at the very least surround you with a larger amount of troops and let Bass give the order to have you killed?
- Also, this too has probably been said before, but there is no healer in the Ordu camp, so unless you have healing salves, you cannot survive the pass, the Belgutai duel and the final Bass + 4 guards fight in succession.
Maadoran slums:
- Corpses blend into textures rather than being shown as laying properly on top of them, notably the "pavement" in the ambush with the oh-so-friendly self-appointed tour guide, and also the beds in the house with Miltiades and Levir's thugs.
- The two gang-fights would benefit from critical strike options to even out the odds a bit for characters that go for anything less than full weapon and dodge/block. Perhaps the player could pretend to pay the fees to pass, using streetwise + cs to stab either leader as he reaches for the gold. It would also be nice with greater effects for higher cs, like with Lorenza's guards. Mid-CS could injure/kill one thug, whereas higher could kill two of them.
- While doing the package delivery as a Boatman, the guards automatically attack you since they claim to recognise you as an assassin. This really doesn't make sense, since Levir's thugs, who really ought to be better informed, fail to recognise the player as a Boatman during the whole gold quest.
Forty Thieves (mostly grammar nazi):
- During Kleitos sales pitch, "armor" should read "armour" (assuming that the British spelling is favoured, which would seem to be the case since it is used in the introduction). Also, Kleitos describes the repeating crossbow as being very expensive, but it is really quite cheap. Perhaps the price ought to be increased by a few hundred or so.
- In the text introduction to Maadoran, there is a "the" missing in front of "few crates of gold", "rumors" should be "rumours" and "rough looking" should be "rough-looking".
- When Levir brings you along for the meeting right before you leave Maadoran, "the" in front of "Aurelian legionaries" should be omitted. Also, the picture depicts Levir with his hoard, not in the streets or near the villa.
Mercenary vignette:
- The inventory still gets messed up (net switched for shield, shield disappearing etc.) in the Verdanis vs. thugs fight. This forces the player to waste precious APs re-arranging items.
Ordu camp:
- For some reason, Belgutai's tent had some funky orange "no material" placeholder graphics, this never happened to me during earlier playthroughs. Screenshot below: