Angothiel's campaign feedback and suggestions

Instead of making several threads, I'll add everything in one place and update it as I go. The developers probably have already thought of most of the things down below, or the community has. But since it's early access, I'll try my best to contribute anyway. Always fun to be creative, and hopefully it opens up more discussions and makes you think about certain decisions/topics again.
The groundwork is great, and you can tell that the developers are putting in a lot of work.

World Screen/Map
Spoiler
I believe the world map could be more true to the real world.
Maybe that's the intended way, but it's just not finished yet?
Either way, as shown in the picture below, it just feels weird and out of place while leveling. I rather see important landmarks like roads and rivers stay somewhat static in newly generated zones. The left picture(0.1.0f) and the right shows how it feels when playing through all the randomly generated areas. The only thing accurate is the Red Vale kinda.

While leveling it feels like the point of interests are out of place and same for the landmarks mentions above. Are you crossing that same river when going over to The Grelwood from Clearfell? On the map you do, based on the current exit, but not in the area when you level, the river is not going through Clearfell and the entrances don't line up well.

You get the point, I think it would be cool if the world map is the main drive for how the randomly generated areas are built. But also if the map is more accurate in ways, it could make specific things have art in general. Like for future world/lore events, leagues, secrets, hidden lore. "Oh, there is this building i haven't seen before on the map. Where did that come from? How do i get there?"
-Finds secret the way, abandoned house, cellar in the house has a Breach, Breach lore, first interaction with Breaches for new players.
I haven't looked into all areas yet, but this is the first example of mine.

Suggestion to have a World option in the world screen, just to get an idea of where you are when you travel to a new Act.



Every area
Spoiler
I would love to see fewer loading screens in general where it makes sense.
An option would be to blend zones together where they start and end.
Clearfell and The Grelwood blend example.

I think this can be done at several locations in the game, and I will try to point out where I think it would fit.

SSF request: Story mode feeling.
Option to hide other players and make them invisible in towns. MTX sounds of other players also go away. They are still there, but you just can't see or hear them.


Essences reimagined
Spoiler
As of 0.3.0, there is 76 types of non-corrupted essences. I think the system is outdated and bloated. But i also think this might be a band-aid by GGG, either way, here is my take on a new modern Essence System:

Two Essences per "Theme", one regular, one perfect.
Ice + Thawing, Electricity + Grounding, Seeking + Battle, and so on.
Mods range/strength scale based on: Item Level & Item Type.
Mods only appear if item type supports them (Ex: Helmet-only affixes).

Essence of Cold:
Upgrades a Magic item to a Rare item, adding a guaranteed Cold modifier
When used, UI presents 2 random options from mod pool to pick from:
prefix - Adds x to x Cold Damage
suffix - +(x)% to Cold Resistance

Perfect Essence of Cold:
Removes a random modifier and augments a Rare item with a new guaranteed Cold modifier
When used, UI presents 2 random options from the perfect mod pool to pick from:
prefix - Gain (x)% of Damage as Extra Cold Damage
suffix - (x)% of Cold Damage taken Recouped as Life

Crystallized Essence Infusions:
Combines two essences (same or different themes) + Crystal Dust to create Hybrid Essence mods. Crystal Dust is Created by grinding down any unused essences and used as currency for Essence Infusions.
UI presents 2 hybrid mod options based on essence combinations.
Hybrid mod combinations include:
Prefix + Prefix
Suffix + Suffix
Prefix + Suffix

Examples:
Perfect Cold Prefix + Fire Prefix:
Gain (X)% of Damage as Extra Cold Damage AND Adds X to X Fire Damage

Perfect Cold Suffix + Cold Prefix:
(x)% increased Mana Cost Efficiency AND Adds X to X Cold Damage

Cold Suffix + Fire Suffix:
+(X)% Cold Resistance AND +(X)% Fire Resistance

This scales well in early game, late game and end game.


ACT 1
Spoiler

Area 1 - The Riverbank
Spoiler
Clearfell Guard NPC just stands on the ramp while you fight The Bloated Miller.
He could fire some arrows with his crossbow (no damage). Even call "watch out," or if the player dies to Miller, the guard has all the lines in the world for that moment.

Finding a message in a bottle alongside the rivers on the way to the Miller from the Manor would be cool. Some lore from someone in desperation?

Also, an option to go back to the zone after completing it. Maybe you can have a dialogue with the guard that warns you to go back.


Area 2 - Clearfell Encampment
Spoiler
The mindset of fewer NPCs but with more depth is fine. But I feel like the encampment is a little too static. I wouldn't mind NPCs having randomly generated routes every now and then.
Some examples to make it more alive:

Renly specific:
-Sometimes moving over to the anvil and working at times. (sound of the anvil that the player can hear)
-Going over the salvage bench and reforge bench, just seeing over them for a few seconds.
-Going to Finn and talking.

Random NPCs:
Girls by the fire having talking animations (no sound for player).
Closest NPC comforting Leitis when she arrives, hand on the back. Give her a hug and so on.
Maybe one of them gets water from the well at times.
The guy just sitting by the house could go shop some wood at times behind the well and add it to the fire. (sound of the chopping that the player can hear)

Quest-related:
The hooded one ending up on the floor in the sawmill house building is a little sad.
There is a house in the village where the random NPC sits overseeing the encampment.
I would love to see the hooded one actually being taken care of in the house.
So an option to go into the house (no loading screen) would be nice.
Get an idea of how close the beds are and/or make the house bigger if it needs to.


Area 5 - The Grelwood
Spoiler
I would like to see an introduction to Magic monsters the same way the Witch Hut is made to introduce a Rare monster.
Could be cool to combine a guaranteed rune drop together with this.
An example would be to have one of those big runed carved stones spawn closer to the rivers with a rune stuck on it. No trees in the way for that moon glow and the riverside seem empty at times anyway.
Trying to interact with the rune attracts a pack of magic werewolfs?


Before venturing forth, I also would see a touch more figurens spawning at dead ends.


Area 7 - The Grim Tangel
Spoiler
I would not mind having The Rotten Druid in the path to Cemetary of the Eternals. Sometimes you can miss him.


Area 8 - Cemetary of the Eternals
Spoiler
More things to interact with, read inscriptions/lore and open graves. It's a graveyard after all. The classic, open a grave and out comes a skeleton!
I remember Sacred 1 having funny inscriptions to read on graves like:
"Dark and damp, not the most pleasant of sleeping arrangements"
"Ohh, you brought me some flowers?"
"Room for one more, Room for one more!"
Does not really need to be all jokes, but just some added dialogues per class basis when they read on a graves or that there is added lore in general.


Area 11 - Hunting Grounds
Spoiler
It is too bright and not immersive enough compared to the rest of Act 1.
Here is a before and after of what i would like it too look like. Cloudy morning/evening fog.
Before
After
This is also the first area where I think two monsters are not fitting the theme.
Bramble Hulk and Bramble Ape does not really belong here since we have jungle areas later in ACT 3.
I rather see Wild Boars, Crows/Birds etc.


Area 13 - Ogham Farmlands
Spoiler
I feel like there could be a secret in the high-high grass corn fields you can't enter. Since the area i big, opening one of the fences to go find and fight could be both scary and fun!



Area 15 - The Manor Ramparts
Spoiler
This is my favorite area in terms of aesthetics, such a great place.
Just one or two more "garden areas" is needed i think. Would not mind this being a hideout in the future!

Also, please make the inner yard area playable. It looks so good!

Act 1 feel a little short compared to Act 2-3, so adding a inner yard area could be a thing.


Area 16 - Ogham Manor
Spoiler
I would not mind a few windows in Ogham Manor. Around dinning, secret or corridor areas. Could be anywhere really. But being able to see down at the amazing aesthetics of Manor Ramparts, or even down to the inner yard area could be a nice touch. Examples below:




Last edited by Angothiel#4032 on Sep 7, 2025, 9:06:55 AM
Last bumped on Jan 14, 2025, 11:38:38 PM
Thank you, Angothiel

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