We are fixing many of those issues. Here is the list of the CURRENT implemented changes. There are still several more to go. Suggestions and comments are appreciated.
You can check the updated changelog here:
http://www.irontowerstudio.com/forum/index.php/topic,2481.0.html
Fixes, changes and Improvements for the next version:
Fixes:
- Thugs do not get assured criticals against Vardanis in the drifter vignette.
- Fixed issues with the character creation screen at resolutions lower than 768h.
- Fixed issue with map locations staying between sessions, even if you didn't know about them.
- Fixed issue with Persuasion and Streetwise check with Mercato in MG3.
- Failing to convince Antidas in MG2 with the fake proof now properly closes the merchant path.
- Fixed commercium reputation check in MG2, when taking the "Mercato" path.
- When failing to convince Antidas in MG2 with the fake proof, you appear in the correct place after leaving the palace.
- Fixed issue with cage in Bandit Camp not being empty when it should.
- Numery armor can be decomposed.
- Fixed issue with the guards stopping you all the time when you killed just one civilian.
- Fixed an issue when you complete MG2 if you had 7 intelligence.
- You can no longer select hidden responses with the keyboard numbers.
- Fixed problems with corpse/loot collision at the vignettte's inn.
- You can no longer get 3 SP more from the refugees if you kill them.
- Cado properly takes the gold when he takes care of the bandits for you.
- The dialogue with Zenon doesn't break the camera anymore.
- Fixed issue with character not appearing in camera when failing the disguise check in TG2.
- Fixed issue with barricades not appearing correctly if you loaded a save at the barricaded mine.
- Fixed issue with collision of invisible barricades.
- Fixed bug with map travelling out of the outpost after killing the workers.
- Fixed issue with health damage when going over the barricade in the mine.
- The inkeeper no longer is tagged as doctor in dialogue.
Changes:
- Added a net and some barbed and piercing ammo to the assassin PC to give the players more options in combat.
- Trading base value now takes into account intelligence.
- Strength now give a % increase instead of a fixed bonus.
- Perception THC bonus reduced, increases 4 points per stat point.
- THC bonus from weapons reduced from 10 to 8 and from 5 to 4.
- 2H axes now have 2 points vsDR.
- Wooden sticks no longer have THC bonus nor Counter Attack bonus.
- Pickaxe has no longer have passive bonus.
- Buckler has an attack penalty of 5.
- Hardened armor now has 3 levels instead of 5.
- Faster zooming.
- You now have 5 more skill points to spend in character creation.
- Intelligence bonus SP now it's only applied on quest rewards, as you get them.
- Made clear which quests are not in the demo.
- Skill threshold changed from 50/75 to 50/70/90.
- Combined checks now check for the sum of both skills (with a low min requirement), so you can compensate lack of skill points in one skill with the other one. For example, a check that was [aod.persuasion >= 36 && aod.streetwise >= 32] now is [(aod.persuasion + aod.streetwise >= 68) && aod.persuasion >= 30 && aod.streetwise >= 28].
- The majority of the Critical strikes checks now have more outcomes than "kill or be killed".
- Dodge characters get a bonus to avoid AoO attacks, allowing characters focused on dodge to move around the battlefield more.
- Free defenses are based on dexterity and AP limit set by armor. Low dexterity and heavy armor characters get tired faster and get a penalty to defense when defending a lot within a turn. High dex, lowly armored character keep their full defense for longer.
Quest Changes:
Vignettes
- There is now a slide before starting the vignette, introducing the town and your background.
- You don't start the vignette in dialogue anymore, but in a enclosed area with minor interactions. You can save, check your gear, etc.
- You have the option of buying equipment in the assassin, drifter and mercenary vignettes.
Bandit Camp
- You no longer get directly into dialogue the first time you visit the bandit camp.
- When you send the raiders to attack the mine, now you have a chance to spend SP, check inventory, etc.
MG1
- You no longer get into combat with Mercato if you fail cheating him and the charisma check. You can get him into debt with Cado in this path.
- There is now a sinergy between trading, persuasion and streetwise in the options, and charisma affecting the difficulty of the checks.
MG2
- Added synergies and charisma affecting checks with Antidas and in the infiltration.
- Forging the proof now requires lore, and you can try it again if you fail the lore check and your perception is good enough.
- You are not forced to craft a forge when you get Carrinas writing.
- You are not forced in a dialogue with Antidas as soon as you get the evidence.
MG3
- Added synergies and charisma influence to the checks with Mercato and Antidas.
- Removed the trading check that came after selecting streetwise/persuasion in the first node.
- You are not forced in a dialogue with Antidas as soon as you convince Mercato.
IG2
- You are healed before leaving for the tower.
- You can convince a soldier to distract the guards if he respects your fighting reputation (combat and body count). Also, the charisma check is higher there.
IG3
- Improved the skills of the regular guards a little.
TG1
- There is now a sinergy beween disguise and stealing when trying to get the mandate.
- Combined speech checks with the guards and Flavius now have sinergies between them.
- You can convince Flavius if you are a liegeman of House Daratan.
TG2
- Added a lore check to creating the re-direction letter (so now it's perception + lore, perception modifing the lore amount required). You can try it again later now if you fail.
- You are no longer forced to go get the ring after successfully forging the letter.
- Getting the ring allows you to bypass the disguise and speech skills checks when stopping the caravan.
- When dealing with the caravan using disguise and no ring, in the checks there is a sinergy between disguise, streetwise, persuasion and charisma.
- Killing the lone guard in the warehouse has a sinergy between sneak and critical strike.
TG3
- Now you can try both speech options with Flavius. Also, they have a synergy with charisma (the higher your charisma, the easier the check).
- When dealing with the mob, trying to lure them to the inn checks for disguise and streetwise, with a sinergy between them.
- When bullshitting the guards, there is a synergy between disguise and streetwise.
- Thieves have a better stock of arrows, and will use piercing arrows against armored soldiers and barbed ones against unarmored opponents.
- You have the option to get away from the gate guards when choosing the start the fight.
- You no longer stay in front of Bracchus when ambush him using the intelligence option.
- You no longer stay so close to the ambushers after going through the wall.
- Reduced the skills of the ambushers a little.
Improvements:
- Added the option to leave screens by pressing the same key that you use to enter it.
- You can access the crafting screen by pressing R.
- Added synergy and background description to the character creation screen.
- Added tooltips to the tabs.
- Q and E now rotate the camera.
- Character creation is now tailored to resolutions between 900h and 1080h.
- Added new dialogues screens, with bigger fonts, darker background and better formatting.