Greetings:
I am a bit methodical, so I move slow. I will add new posts to this thread as I go along.
When I have played further I can begin to analyze game difficulty and balancing issues.
After some conversation with QCF administration I have made some changes to my post format to make it easier to "digest". All bugs or errors (at least things that seem like they could be such to me) will be first, and always be in bold.
Also, all new updates will appear in their own post, and not be included in the main post.
The last day this main post was updated was Aug 4th 2011.
MeVII
Master List
xx-xx-xx.x = Day-Total-Category Total
Questions.
1-1-1. Where does the save info go? Will CCleaner delete it? When the final version is out, will it import the saved data from the beta?
Errors.
1-2-1. The “human” and “guard” icons appeared over/on top of the words “huts” and “outpost” in the kingdom screen. Are they supposed to appear to the side? Or in their own frame somewhere?
1-3-2. The smaller text for the spell information is garbled, letters are cut in half.
1-4-3. The blood spot from a dead enemy is not removed when a new wall segment is placed over it, giving the image of a blood spot on top of the newly created wall.
1-5-4. Dungeon edges are just black sections. It can be a little confusing/misleading regarding tiles that are still left to be reveled/explored. Is a “outer wall” supposed to be generated?
1-6-5. I could not target the final goblin with the pisorf spell in the positioning puzzle dungeon.
1-7-6. Don’t know if this is caused by the internet browser, but when switching to fullscreen the mouse location is not always accurate and so sometimes the character can not be moved to particular tiles.
1-8-7. After finishing the “Thousand Cuts” dungeon 5x in a row, Expansion B was not awarded as completed. (If it matters, the Expansion B was finished before Expansion A)
1-9-8. I cant reenter the dungeon to see, but I’m pretty sure the Halfling took a health potion, when I didn’t have any.
2-41-9. Cast weawut on level boss, and the attack prediction said “safe”, moved the mouse off and back and it said “death”. Im not even sure this is an actual error.
2-42-10. Are you supposed to be able to equip Taurogs equipment in magic slots?
2-49-10.2 Should Taurog forcefully change magic slots into physical slots?
2-45-11. Cycling mana potions does not grant piety for Taurog.
2-46-12. Was able to request Unstoppable Fury though only having 3 items equipped.
2-47-13. Foolish or not, being aware there will be a penalty, I want my conversion bonus for converting Taurogs (or any gods) gifts.
2-48-14. Details of exactly what Taurog did as punishment could not be found.
Ideas
1-10-1.Will there be music in the final release?
1-11-1.2 Consider having the game play music from a music directory, so players can add their own mp3s.
1-12-2. Personal Opinion – I think the attack sword symbol should be another color other than green. The animation, the sound and the color combined strongly suggest a poison attribute that is not present.
1-13-3. Option to slow down attack and counter attack speeds. It happens so fast its hard to enjoy the sounds and animations separately.
1-14-3.2 Different vox effects on attack would be nifty. A deep “Urrg!” for a strong something, a high and light “Aha!” for a small something. Etc…
1-15-4. Add different SFX for different power ups.
1-16-5. Add an intelligence stat for characters, that affects how accurate the combat predictions are.
1-17-6. Add a walking or stepping sound to movement. It could be random, and only have a chance of playing 10% of the time so it can still add ambiance, but not get annoying. Players could set their own frequency preference as well.
1-18-7. Add sounds for …picking up glyphs and treasure.
1-19-7.2 … converting glyphs.
1-20-7.3 …retiring, using stairs, or any other dungeon transition (eg stairs).
1-21-7.4 … kills and badges at end of dungeon screen. The sounds could be unique for each creature and badge type.
1-22-8. Converting an item from the ground when all slots are full is a little awkward.
1-23-9. An “auto pickup” option with a lil indicator/info window would be a nice option. Or an “always pickup this item” check box, or “always pick up this item type” etc…
1-24-10. Is there some kind of shop for the town? Where you can bring back components to make special items?
1-25-11. Are multiple copies of spells supposed to appear on the same level?
1-26-12. Monster info boxes only appear on mouse over. Making it impossible to click or mouse over monster details. (granted, I already know what the goblin “first strike” does, buy other abilities may be more difficult to decipher.)
1-27-13. Are “ladders” always down and “stairs” always up?
1-28-14. Add item etc… for advanced instincts skill. It would reveal the level of the monster. Super advanced instincts (tracking?) would allow the level and exact type of a selected monster. (Is there a ranger class?)
1-29-15. A very dangerous monster ability could be added that allows the creature to attack you if you are adjacent to it while attacking any other monster.
1-30-16. Is there a “whirlwind” skill or item that allows the attacking of multiple creatures at once?
1-31-17. Are there secrets to be found? Sections of wall that if clicked on while adjacent give way to new dungeon areas? This would expand to heroes that have a “secret sense” ability etc…
1-32-18. Add ability to click on monsters listed in “kills” at end of dungeon to have access to creature stats and info.
1-33-19. Do any badges add a %bonus to gold or etc???
1-34-20. Spells turning red, or a “bad” sound when you do not have enough mana to cast them. Otherwise a quick click/click and you’ve physically attacked and gotten yourself killed instead of casting the spell you thought you had mana for. Granted, paying attention will fix that as well.
1-35-21. Add a small x/x number to a dungeon to signify how many times its been entered, and how many times its been completed.
1-36-22. Option to shut off sign auto read, especially for signs in the same level that have the same msg as you’ve already seen.
1-37-23. Instead of the exit appearing, a boss could drop a key, which opens the door to the exit. This way both the boss and the exit must be found.
1-38-24. Shouldn’t Endiswal be named Absrbwal? Since it could be understood that you are absorbing the wall to gain some physical protection via integrating stone into your person?
1-39-25. Possible double click to attack (only for) creatures that you are not adjacent to. This will negate any accidental attacking when simply trying to move to a desired tile.
1-40-26. No level 11? Makes me sad.

2-43-27. God perks buffs/perks would benefit from an “are you sure” or something. I instinctively clicked one thinking to open up its details box. Again, I admit paying attention would fix this as well.
2-50-28. Wonafyt is a spell, but it summons a creature to fight. Shouldn’t Taurog be neutral about that particular spells usage? Not gaining piety, but not losing it either.
Balance Issues
2-44-1. The cumulative death protections proved too much for a level 9 human fighter, but it was a breeze as a level 1 human fighter. I think the HP raise per level for golems is what causes that.
Days are listed below to correlate the above notes with Beta updates/changes.
Day 1 = Aug 2-2011 / Approximate Game Exposure (A.G.E.) = Saved Halfling
Day 2 = Aug 4-2011 / A.G.E. = Found Taurog