Tested and commented on based on The Chronicles Of Myrtana: Archolos v1.0.6
Glitches of graphics and other artifacts similar to those photographed by Swedrami appear in one and disappear in another - it's a matter of luck ...
- you can slightly improve the texture of the surface in front of Ulryk's chamber - those ruts on the carts ..
- no reaction of NPCs to theft from bookshelves, even in their clear line of sight
- During the For Connoisseurs quest - wine from Lorenzo may not appear sometimes (we get wine without any description, but it's not poisoned)
- when performing the Peach task against the wall at Rogue's Landing, by performing it, you lose a bag of ordinary pepper, although the dialogue concerns red
- when entering the guild gold mine, the guard removes all equipment from us - with a small number of hit points
and with life rings / charms on, it can result in death
- Otis's slowdown effect in a Tournament can be removed too easily - e.g. by loading gameplay, activating magic, or even firing a ranged weapon ...
- The Usurer and Blake's few (opening) dialogues scroll much faster than their spoken lines
- Scrambled up parts / titles of the Age of Creation series (looks weird in the inventory)
- Havard (Wolf Son) can appear only after leaving the Wolf Sons mine (mage gameplay - I didn't do any side quests in Lair)
- Journeyman dialogues should be blocked at least until chapter 4 after the selection
- Error in Kessel's introductory dialogue ("There <- Here") - right after escaping from the torture chamber of Volker's people
- Typo in the book of Arcanum Marum ("Adanos -> Adanosa")
- Typo in the book "Bats"
- The ability to save Caspar in the monastic cemetery cleanup quest should not be available without meeting him first - and it is ...
- Badulf buggy sleep - after dropping sleep, the mage seems to be 'invisible' although the backlight works
- the heads of the Roderich and Lorenzo guilds boast a similar invisibility [while sleeping and in the armchair] - I do not know what it depends on (only in some games)
- Veit, upon arriving in town, seems to double his goods with each invitation to trade - (this gives an infinite amount of troll and sorrel soup ...)
- Most NPCs' dialogs in chapter 6 ask for loop closure - cannot be ended after calling :(
A few tips for possible improvements (I came up with it after the first playthrough of the game):
+ Stationary books do not add entries to the bestiary in their own diary, and probably should - no book about bloodsuckers (maybe only I did not find it)
+ Barber's dialogue that he would like to be a lumberjack does not refer to the quest from Ruud, and probably should (alternative to paying or collecting river myrtle)
+ In the quest 'In broad daylight: Leaflet trail': agitators could also pay attention to the merchant's clothing, not only the citizen (reaction more violent than guild armor)
+ Interaction with the bed is sometimes troublesome - because it always takes at least 8 hours of sleep .. (maybe it is worth adding the option of a short rest - without regeneration)
+ Reward for giving Baes the skin of an ice wolf - 300g seems exaggerated even for such advanced progress in the game
+ Dialogues of some refugees in Silbach are asking to be able to give / sell them maps (from chapter 4)
+ Dragon root sounds a little less appropriate to dragon moss - especially when looking at the miniature
+ More advanced herbs should only be available for picking by advanced alchemists
A few mistakes on the way of 'guard':
- In the rogues' haven, after taking Larry's purse from Ripper and willing to give it back to him - we get more xp and 20g and additionally
the pannier stays in our inventory
- The announcement about the attack on Volker appears on the board in Silbach before the blockade of the city is introduced
- Cutting the wood too quickly can 'disappear' the woodcutter's ax or axes (if they have collapsed) from the inventory
- Ivy's dialogue right after the execution has a typo "crowds -> crowds" in the next line "citizens -> citizens"
- Norman's town science announcements should disappear after his death
- Crossbowman Book I adds strength to the base, not bonuses
- No description of the number of strings in the recipes from the Golden Crossbow onwards
- Delmond's defense of the mine resets Borr's dialogue ?!
- Xp for the Crawler - soldier is +10 after a few skirmishes (it's probably a slight exaggeration to compare these huge ants to beetles :D)
- Gold and silver crossbow call for renaming (precious metals are not suitable material for weapons - especially as main components
suggestions: Kołkownica; Bolt thrower; Compound crossbow; Riposte on Razors)
- Something resets Knut's dialogue in chapters 4 and 5 - it's like having a 1st conversation with him
- 5th chapter - Uwe is repairing the shore himself, and you can still get a reward for this quest from Albyn
- 5th chapter - I'm not sure if 2 young trolls killed earlier (in the north-east glade) should appear again
- The barred room in the left corridor in front of the entrance to the Vardhal corridors should have some collectibles
e.g. only for a mage - (scrolls etc. - access only by turning into a beetle)
- Deposits and wood should not be replenished at all - this gives additional immersion and raises the difficulty level a bit
- Dexterity belt loses map bit on miniature (spotted 2 times in chapter 6)
- Lea's fate - after correctly completing the task with Bodowin and killing him, she doesn't even mention her in the final slides
(it is only mentioned that Marvin failed to establish the fate of the other companions)
Post edited January 13, 2022 by Jaxkomiksu