Wow I actually managed to find that tiny download link it was quite well hidden. Anyway since I'm bored I'll describe my experience with the mod from start to finish and mention all kinds of pointless things.
Part 1: First of all deciding how to go about making it work took a few seconds and menu background was neat.
Note in the beginning reminds me of this and gives a feeling that succeeding would be important and that I'll probably end up "living under the bridge" in some way before succeeding(it can't be that easy.) also lack of supplies implies getting them would be important. So I start in some place and have a cool map with me but the name in the map is different from the one said at the beginning, even so I look at the map and determine that I'm probably around what I later discover to be a weapon shop. Some beggar tries to get money from me without saying exactly what will he give in exchange although other than that he sounds brilliant so I set out in search of money and other loot but apparently I already have enough. So after failing to notice handle-less door and finding lighting a bit lacking in some parts I give the gold to the guy.
A ship. talking with people who are insistent on keeping conversations short yields nothing except info about nap in a cabin and my rudder gets stolen. (Adding some "Was that all?" type stuff or something to conversations would reduce the repetitiveness of restarting them constantly.) Complaining about lack of entertainment sadly didn't result in anything interesting. I was excepting a battle with monsters or something. Inside, ladder and walls give impressive feeling but the cargo hold doesn't get me interested since walking under the doorway reveals only darkness and no-one even mentioned anything about whether I'm allowed to go there or what's in there(and no sound effect for opening attempt). Note on the table is neat as deciphering that pick up just means talking to someone may take "a while" and memorizing the phrase seems worthwhile. Tables are awfully heavy compared to chairs.
I enter a dream and run away from the scary dog(instead of just killing it (only?) for meat and exp) and then get beaten up in a freaky way. Atmosphere was nice and quite intriguing overall especially the ticking noise was nice but locking the way back to bed might be worthwhile as running back there after pulling the switch and not getting attacked isn't very exciting. Of course just running around the red thingy until dog gets stuck isn't very so either(at least once it gets stuck due to lack of path nodes). Being less confined in the latter part might make it seem less futile to resist and increase the time it takes to determine that there's nothing you can do but give up. Making sure that you can't stay alive as long as you like might be little hard or require boring solutions. Being able to use the rudder in the dream some way would be neat, I was rather annoyed at the bastard for taking it away and it just disappearing if I refused to talk about it. Overall ship was kind of boring except for the dream part. Improving the dialogue a little and making the note little more interesting to find (i.e. put a locked door there and give the key to skeleton or something) should help.
Then I land in some not very port like place(two shoddy piers and a tower(that'd look like a watchtower if there wasn't that little thing on top of it) and no city didn't really fit my idea of a place with port in its name(but it doesn't really matter). Latter part of the note(beginning of it doesn't really say anything) and the hint sound... promising in a way. Especially the hint. I look at the map again and have no idea where on it I am but after little exploring I'm guessing that at the upper part. I head south first since I pay more attention to a cool tower than some crap on ground that might depending on interpretation look like a very short road or not(if I had started at the other pier maybe I'd have headed north first) Well I guess usually the last thing I do is go where I'm supposed to so maybe noticing it or not had very little effect on my decision. Invisible cliff and a dark cave later I'm heading north along the edge but it starts to get dark and I hurry through the pointlessly large forest and check that there's nothing in west before passing a sign that I didn't notice and heading through the opening in fence.(unless there'll be something preventing it in the north-east moving the gate to around the level of end of "road edges"(or maybe a little higher like the top part of the beach) would do wonders.)
Suddenly I'm inside a city even though I saw nothing like it outside but I don't mind as all I see is lots of very nice looking buildings in slightly odd lighting. Then I see someone being mugged and talk to them but fail a check and remember that saving could have been good idea so I restart with more int and quickly after running back to a bed, killing the dreamdog and trying to smuggle a rudder with me I'm back in the city. In weapon shop I get a staggering amount of options including some things that are on a wall that I have yet to see(how about moving the items on the wall to separate dialogue that requires clicking the item and removing the daggers(since I probably shouldn't buy any of them) or dividing bows and "swords" to separate "menus"). Ground around the fireplace isn't walkable :O I leave the shop empty handed after asking only about fire sword.
I click the shield on the ground and find a pouch and some coins I get slightly confused by the pouch. is it an item? how much money did it have? I try to talk to some guy and check the stalls but refrain from wasting money on such things. But as I ask about the jewels and their price conversation ends promptly without letting me ask about their purpose. I start the conversation again and then move on without noting lack of footwear or presence of jewels in a clothing shop.
I walk around the square from bottom-left and enter the first door I find to discover myself in a tavern(it seems you need to check the bottom of the door to see if it's in use or not). In getting a dagger there is sadly no need to remember what exactly was I supposed to say(having no way around int check was interesting I suppose but perhaps it would be better if it was structured a little differently like remembering his name wrong if int is too low while having "knowledge" or something) and gold it provides sadly prevented me from not having enough of it when I went to buy the basic kit. Then I'm "forced" to accept a quest just for asking what kind of quest it might be. I decide to hold on doing it until I find a fire to cook the meat from my dream.
In the Adventurers's Haven(which IMHO should be where the weapon shop is or in the white house in front of it) I buy the basic kit since it's obviously most useful one of them since it has torches that I can use for cooking and exploring and I have no money for the others. Then I'm informed about clues and a journal and receive the goal of exploring that cave I wasted so much time in finding(I guess it's nice to know where to find it). Before heading there I give the meat I cooked to quest, explore the sewers(sadly discovering nothing even potentially interesting) and convince the mugger to abandon his plans and choose the adventurer's charm since it sounds interesting and noting that most of those talents clearly wish they could have conditions. I also find the FastTravel and like the guy's ability even tough I can't find him anywhere else at least anymore, it would be more interesting if the ship with him was accessible from the beach.
I notice that doors, while they do their job fine, some of them could have a little more variation and detail in them (using same texture all the time makes them easy to spot but harder to remember which was which and having details like handles or "windows" would make them more memorable) also instead of doors transporting you instantly maybe they could open and reveal an entrance behind them but having to click twice just to enter a house might become annoying, not to mention requiring more time to make.
In the cave I had trouble with the first part of the ledge I kept trying to somehow reach the other end of it. After that I had to run around a little since I didn't save before getting in a fight but managed to lose the wolves for long enough to find armour and regen enough health to take weaker of the two left and luckily I got health thing from it so I didn't need to retreat across the ledge. I liked how there wasn't too much random crap at each dead end and stuff in the diary sounds quite similar to what's happening. After that I wonder where in the world could that watchtower be but guess I should go talk to Virgil... To be continued.
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